public WaveShiftShaderProgram(Vector waveVector, Vector polarizationVector) : base(VertexShader.Default, WaveShiftFragmentShader) { _phase = new UniformFloat(this, "phase"); _waveVector = new UniformVec2(this, "waveVector", waveVector); _wavePolarization = new UniformVec2(this, "wavePolarization", polarizationVector); }
public CausticShaderProgram(Rectangle region, double intensity = 1) : base(VertexShader.Default, _causticFragmentShader) { _phase = new UniformFloat(this, "phase"); _intensity = new UniformFloat(this, "intensity", intensity); _offset = new UniformVec2(this, "offset", region.TopLeft); _scale = new UniformVec2(this, "scale", region.Size); }
public ShockwaveShaderProgram(double width) : base(VertexShader.Default, ShockwaveFragmentShader) { _amplitude = new UniformFloat(this, "amplitude", 0.01); _radius = new UniformFloat(this, "radius"); _width = new UniformFloat(this, "width", width); _origin = new UniformVec2(this, "origin"); }
public SpotlightShaderProgram(double innerRadius, double outerRadius) : base(VertexShader.Default, _fragmentShader) { _origin = new UniformVec2(this, "origin"); _scale = new UniformVec2(this, "scale"); Scale = (1, 1); _innerRadius = new UniformFloat(this, "innerRadius", innerRadius); _outerRadius = new UniformFloat(this, "outerRadius", outerRadius); _darknessColor = new UniformColor(this, "darknessColor", Colors.Black); }
public SoundVisualizerShaderProgram(byte[] data, Vector scale) : base(VertexShader.Default, _fragShader(data.Length)) { _origin = new UniformVec2(this, "origin"); _scale = new UniformVec2(this, "scale", scale); _orientation = new UniformFloat(this, "orientation"); _offset = new UniformInt32(this, "offset"); _data = new UniformTexture(this, "data", 1); _dataBuffer = new SamplerBuffer(data); _dataBuffer.BindToLocation(1); }