stride/samples/Particles/ParticlesSample/ParticlesSample.Game/Effects/ParticleCustomEffect.cs
2018-06-19 18:07:32 +09:00

59 lines
2.1 KiB
C#

// <auto-generated>
// 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.
// </auto-generated>
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());
}
}
}
}