public ViewportQuad(Context context, string fs) { Verify.ThrowIfNull(context); RenderState renderState = new RenderState(); renderState.FacetCulling.Enabled = false; renderState.DepthTest.Enabled = false; _drawState = new DrawState(); _drawState.RenderState = renderState; _drawState.ShaderProgram = Device.CreateShaderProgram( EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadVS.glsl"), fs == null ? EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.ViewportQuad.Shaders.ViewportQuadFS.glsl") : fs); _geometry = new ViewportQuadGeometry(); }
public DayNightViewportQuad(Context context) { Verify.ThrowIfNull(context); RenderState renderState = new RenderState(); renderState.FacetCulling.Enabled = false; renderState.DepthTest.Enabled = false; ShaderProgram sp = Device.CreateShaderProgram( EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadVS.glsl"), EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadFS.glsl")); _dayNightOutput = (Uniform<int>)sp.Uniforms["u_DayNightOutput"]; _drawState = new DrawState(); _drawState.RenderState = renderState; _drawState.ShaderProgram = sp; _geometry = new ViewportQuadGeometry(); }
public DayNightViewportQuad(Context context) { Verify.ThrowIfNull(context); RenderState renderState = new RenderState(); renderState.FacetCulling.Enabled = false; renderState.DepthTest.Enabled = false; ShaderProgram sp = Device.CreateShaderProgram( EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadVS.glsl"), EmbeddedResources.GetText("OpenGlobe.Scene.Globes.DayNight.Shaders.ViewportQuadFS.glsl")); _dayNightOutput = (Uniform <int>)sp.Uniforms["u_DayNightOutput"]; _drawState = new DrawState(); _drawState.RenderState = renderState; _drawState.ShaderProgram = sp; _geometry = new ViewportQuadGeometry(); }