/// <summary> /// Vertex Shader /// </summary> /// <param name="device"></param> /// <param name="name"></param> /// <param name="byteCode"></param> public HullShader(Device device, string name, byte[] byteCode) : base(name, ShaderStage.Hull) { shader = Collect(new global::SharpDX.Direct3D11.HullShader(device, byteCode)); }
/// <summary> /// Vertex Shader /// </summary> /// <param name="device"></param> /// <param name="name"></param> /// <param name="byteCode"></param> public HullShader(Device device, string name, byte[] byteCode) : base(name, ShaderStage.Hull) { shader = new global::SharpDX.Direct3D11.HullShader(device, byteCode); shader.DebugName = name; }