// // Do not edit this file yourself! // // This code was generated by Xenko Shader Mixin Code Generator. // To generate it yourself, please install Xenko.VisualStudio.Package .vsix // and re-save the associated .xkfx. // using System; using Xenko.Core; using Xenko.Rendering; using Xenko.Graphics; using Xenko.Shaders; using Xenko.Core.Mathematics; using Buffer = Xenko.Graphics.Buffer; namespace Xenko.Rendering { internal static partial class ShaderMixins { internal partial class ParticleCustomEffect : IShaderMixinBuilder { public void Generate(ShaderMixinSource mixin, ShaderMixinContext context) { context.Mixin(mixin, "ParticleBaseEffect"); context.Mixin(mixin, "ParticleCustomShader"); if (context.GetParam(ParticleCustomShaderKeys.BaseColor) != null) { { var __mixinToCompose__ = context.GetParam(ParticleCustomShaderKeys.BaseColor); var __subMixin = new ShaderMixinSource(); context.PushComposition(mixin, "baseColor", __subMixin); context.Mixin(__subMixin, __mixinToCompose__); context.PopComposition(); } } if (context.GetParam(ParticleCustomShaderKeys.BaseIntensity) != null) { { var __mixinToCompose__ = context.GetParam(ParticleCustomShaderKeys.BaseIntensity); var __subMixin = new ShaderMixinSource(); context.PushComposition(mixin, "baseIntensity", __subMixin); context.Mixin(__subMixin, __mixinToCompose__); context.PopComposition(); } } } [ModuleInitializer] internal static void __Initialize__() { ShaderMixinManager.Register("ParticleCustomEffect", new ParticleCustomEffect()); } } } }