static void InitTextures() { SM3DWCubemapLoader.LoadCubemap(); NoiseTexture = GLTexture2D.FromBitmap(Resources.white); AlbedoLayerTexture = GLTexture2D.FromBitmap(Resources.white); HeightTexture = GLTexture2D.FromBitmap(Resources.black); AlphaProjTexture = GLTexture2D.FromBitmap(Resources.black); MultiTextureMask = GLTexture2D.FromBitmap(Resources.black); IndirectTexture = GLTexture2D.FromBitmap(Resources.black); }
public void LoadEngineTextures(ShaderProgram shader, int id) { var mat = MaterialData as FMAT; id++; //BindTexture(shader, NoiseTexture, 5, id++); BindTexture(shader, SM3DWCubemapLoader.GetCubemap(mat), 6, id++); BindTextureVertex(shader, SM3DWCubemapLoader.GetIrradianceCubemap(), 7, id++); BindTexture(shader, HeightTexture, 8, id++); BindTexture(shader, AlbedoLayerTexture, GetSamplerID("_a1"), id++); BindTexture(shader, HeightTexture, GetSamplerID("_h0"), id++); BindTexture(shader, NoiseTexture, GetSamplerID("_noise"), id++); BindTexture(shader, MultiTextureMask, GetSamplerID("_mt0"), id++); BindTexture(shader, IndirectTexture, GetSamplerID("_r0"), id++); BindTexture(shader, IndirectTexture, 25, id++); }