public void SetSharpShader() { basicShader = new SharpShader(device, Application.StartupPath + "/Resources/SharpDX/Shader_Basic.hlsl", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0) }); basicBuffer = basicShader.CreateBuffer <DefaultRenderData>(); defaultShader = new SharpShader(device, Application.StartupPath + "/Resources/SharpDX/Shader_Default.hlsl", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0), new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 12, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 16, 0) }); defaultBuffer = defaultShader.CreateBuffer <Matrix>(); tintedShader = new SharpShader(device, Application.StartupPath + "/Resources/SharpDX/Shader_Tinted.hlsl", new SharpShaderDescription() { VertexShaderFunction = "VS", PixelShaderFunction = "PS" }, new InputElement[] { new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0), new InputElement("COLOR", 0, Format.R8G8B8A8_UNorm, 16, 0), new InputElement("TEXCOORD", 0, Format.R32G32_Float, 20, 0) }); tintedBuffer = tintedShader.CreateBuffer <UvAnimRenderData>(); }