Recompiled shaders with latest shadercompiler and updated shader names to avoid redundancy
parent
0a0c269dc9
commit
0d48af5f7d
|
@ -16,7 +16,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that writes texture data
|
||||
ShaderModule fillTextureComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("FillTextureCompute")
|
||||
TestUtils.GetShaderPath("FillTexture.comp")
|
||||
);
|
||||
|
||||
ComputePipeline fillTextureComputePipeline = new ComputePipeline(
|
||||
|
@ -27,7 +27,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that calculates squares of numbers
|
||||
ShaderModule calculateSquaresComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("CalculateSquaresCompute")
|
||||
TestUtils.GetShaderPath("CalculateSquares.comp")
|
||||
);
|
||||
|
||||
ComputePipeline calculateSquaresComputePipeline = new ComputePipeline(
|
||||
|
@ -38,12 +38,12 @@ namespace MoonWorks.Test
|
|||
// Create the graphics pipeline
|
||||
ShaderModule vertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert")
|
||||
);
|
||||
|
||||
ShaderModule fragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag")
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace MoonWorks.Test
|
|||
public BasicStencilGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -19,8 +19,8 @@ namespace MoonWorks.Test
|
|||
{
|
||||
Logger.LogInfo("Press Left to toggle wireframe mode\nPress Down to toggle small viewport\nPress Right to toggle scissor rect");
|
||||
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
|
@ -28,8 +28,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Setting texture to: " + textureNames[0]);
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace MoonWorks.Test
|
|||
// Create the compute pipeline that writes texture data
|
||||
ShaderModule gradientTextureComputeShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("GradientTextureCompute")
|
||||
TestUtils.GetShaderPath("GradientTexture.comp")
|
||||
);
|
||||
|
||||
ComputePipeline gradientTextureComputePipeline = new ComputePipeline(
|
||||
|
@ -39,12 +39,12 @@ namespace MoonWorks.Test
|
|||
// Create the graphics pipeline
|
||||
ShaderModule vertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert")
|
||||
);
|
||||
|
||||
ShaderModule fragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadFrag")
|
||||
TestUtils.GetShaderPath("TexturedQuad.frag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo drawPipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -18,8 +18,8 @@ namespace MoonWorks.Test
|
|||
public unsafe CopyTextureGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -68,29 +68,29 @@ namespace MoonWorks.Test
|
|||
{
|
||||
ShaderModule cubeVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorVertWithMatrix")
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
|
||||
);
|
||||
ShaderModule cubeFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor")
|
||||
TestUtils.GetShaderPath("SolidColor.frag")
|
||||
);
|
||||
|
||||
ShaderModule skyboxVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SkyboxVert")
|
||||
TestUtils.GetShaderPath("Skybox.vert")
|
||||
);
|
||||
ShaderModule skyboxFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SkyboxFrag")
|
||||
TestUtils.GetShaderPath("Skybox.frag")
|
||||
);
|
||||
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedQuadVert")
|
||||
TestUtils.GetShaderPath("TexturedQuad.vert")
|
||||
);
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("TexturedDepthQuadFrag")
|
||||
TestUtils.GetShaderPath("TexturedDepthQuad.frag")
|
||||
);
|
||||
|
||||
depthTexture = Texture.CreateTexture2D(
|
||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Down to toggle the winding order of the triangles (default is counter-clockwise)");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipelines
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -33,11 +33,11 @@ namespace MoonWorks.Test
|
|||
// Create the cube pipelines
|
||||
ShaderModule cubeVertShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("PositionColorVertWithMatrix")
|
||||
TestUtils.GetShaderPath("PositionColorWithMatrix.vert")
|
||||
);
|
||||
ShaderModule cubeFragShaderModule = new ShaderModule(
|
||||
GraphicsDevice,
|
||||
TestUtils.GetShaderPath("SolidColor")
|
||||
TestUtils.GetShaderPath("SolidColor.frag")
|
||||
);
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
|
@ -65,8 +65,8 @@ namespace MoonWorks.Test
|
|||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace MoonWorks.Test
|
|||
public DrawIndirectGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -18,8 +18,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Left to toggle vertex offset\nPress Right to toggle index offset");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVertInstanced"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorInstanced.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Setting sample count to: " + currentSampleCount);
|
||||
|
||||
// Create the MSAA pipelines
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule triangleVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule triangleFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
TextureFormat.R8G8B8A8,
|
||||
|
@ -37,8 +37,8 @@ namespace MoonWorks.Test
|
|||
}
|
||||
|
||||
// Create the blit pipeline
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule blitVertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule blitFragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
|
@ -34,8 +34,8 @@ namespace MoonWorks.Test
|
|||
public RenderTexture3DGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -31,8 +31,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Down to view the other side of the cubemap");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SkyboxFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("Skybox.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -49,8 +49,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo(GetSamplerString(currentSamplerIndex));
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -30,8 +30,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Left and Right to cycle between depth slices");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3DFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad3D.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -20,8 +20,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo("Press Left and Right to shrink/expand the scale of the quad");
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -29,8 +29,8 @@ namespace MoonWorks.Test
|
|||
public TexturedAnimatedQuadGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVertWithMatrix"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFragWithMultiplyColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMatrix.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadWithMultiplyColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -50,8 +50,8 @@ namespace MoonWorks.Test
|
|||
Logger.LogInfo(qoiBytes.Length.ToString());
|
||||
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -12,8 +12,8 @@ namespace MoonWorks.Test
|
|||
public TriangleVertexBufferGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColorVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionColor.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace MoonWorks.Test
|
|||
public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSamplerVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -17,8 +17,8 @@ namespace MoonWorks.Test
|
|||
public VideoPlayerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
// Load the shaders
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadVert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuadFrag"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("TexturedQuad.frag"));
|
||||
|
||||
// Create the graphics pipeline
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
|
|
|
@ -22,8 +22,8 @@ namespace MoonWorks.Test
|
|||
|
||||
public WindowResizingGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
|
||||
{
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangleVertices"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));
|
||||
ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("RawTriangle.vert"));
|
||||
ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
|
||||
MainWindow.SwapchainFormat,
|
||||
|
|
Loading…
Reference in New Issue