public TechniqueDesc Pass <TVert>(string vertexShader, params string[] shaders) where TVert : struct { EffectPassDesc desc = new EffectPassDesc(Device); desc.WithVertexShader <TVert>(vertexShader); for (int i = 0; i < shaders.Length; i++) { desc.WithShader(shaders[i]); } Passes.Add(desc); return(this); }
public TechniqueDesc Pass <TVert, TOut>(string vertexShader, string geometryShader, bool rasterizedStream0, params string[] shaders) where TVert : struct where TOut : struct { EffectPassDesc desc = new EffectPassDesc(Device); desc.WithVertexShader <TVert>(vertexShader); desc.WithGeometryShader <TOut>(geometryShader, rasterizedStream0); for (int i = 0; i < shaders.Length; i++) { desc.WithShader(shaders[i]); } Passes.Add(desc); return(this); }