#region usings using OpenTK.Graphics.OpenGL4; using SM.Base.Contexts; using SM.Base.Drawing; using SM.Base.Scene; using SM.OGL.Shaders; using SM.Utility; #endregion namespace SM2D.Shader { public class Default2DShader : MaterialShader { public static Default2DShader MaterialShader = new Default2DShader(); private Default2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.glsl")) { } protected override void DrawProcess(DrawContext context) { // Vertex Uniforms Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World); Uniforms["HasVColor"] .SetUniform1(context.Mesh.Attributes["color"] != null); Uniforms["occlude"].SetUniform1(context.ShaderArguments.ContainsKey("occluder")); UniformArray instances = Uniforms.GetArray("Instances"); for (int i = 0; i < context.Instances.Count; i++) { var shaderInstance = instances[i]; var instance = context.Instances[i]; shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix); shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition); shaderInstance["TextureScale"].SetUniform2(instance.TextureScale); } // Fragment Uniforms Uniforms["Tint"].SetUniform4(context.Material.Tint); Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]); DrawObject(context.Mesh, context.Instances.Count); } } }