/// <summary> /// Allows the execution of code whenever the <see cref="Effect"/> has been loaded /// </summary> protected override void OnLoaded() { Stream glslStream; Shader shader; base.OnLoaded(); this.ShaderProgram = new ShaderProgram(); glslStream = ResourceManager.GetResourceStream(new Uri(PixelateEffect.SHADER_GLSLFILE_PATH, UriKind.Relative)); shader = new Shader(OpenTK.Graphics.OpenGL.ShaderType.FragmentShader, glslStream); this.ShaderProgram.Shaders.Add(shader); this.ShaderProgram.SetUniform(PixelateEffect.UNIFORM_PIXELTHRESHOLD, (float)this.PixelThreshold); }
/// <summary> /// Allows the execution of code whenever the <see cref="Effect"/> has been loaded /// </summary> protected override void OnLoaded() { Stream glslStream; Shader shader; base.OnLoaded(); this.ShaderProgram = new ShaderProgram(); glslStream = ResourceManager.GetResourceStream(new Uri(ColorizeEffect.FRAGSHADER_GLSLFILE_PATH, UriKind.Relative)); shader = new Shader(OpenTK.Graphics.OpenGL.ShaderType.FragmentShader, glslStream); this.ShaderProgram.Shaders.Add(shader); this.ShaderProgram.SetUniform(ColorizeEffect.UNIFORM_COLOR, this.Color); this.ShaderProgram.SetUniform(ColorizeEffect.UNIFORM_COLOR, this.Color); this.ShaderProgram.SetUniform(ColorizeEffect.UNIFORM_INTENSITY, this.IntensityF); this.ShaderProgram.SetUniform(ColorizeEffect.UNIFORM_INTENSITY, this.IntensityF); }
/// <summary> /// Detaches the specified <see cref="Shader"/> from the <see cref="ShaderProgram"/> /// </summary> /// <param name="shader">The <see cref="Shader"/> to detach from the <see cref="ShaderProgram"/></param> private void Detach(Shader shader) { GL.DetachShader(this.Id, shader.Id); }
/// <summary> /// Attaches the specified <see cref="Shader"/> to the <see cref="ShaderProgram"/> /// </summary> /// <param name="shader">The <see cref="Shader"/> to attach to the <see cref="ShaderProgram"/></param> private void Attach(Shader shader) { GL.AttachShader(this.Id, shader.Id); }