Releases: q4a/storm-engine
Releases · q4a/storm-engine
BGFX sample shaders and data
This is old BGFX sample data. It's NOT full and missing 6 shaders:
const bgfx::Memory *memPrimitiveVsh = shaderc::compileShader(shaderc::ST_VERTEX, "shaders/dx9/vs_primitive.sc");
const bgfx::Memory *memPrimitiveFsh = shaderc::compileShader(shaderc::ST_FRAGMENT, "shaders/dx9/fs_primitive.sc");
bgfx::ShaderHandle primitiveVsh = bgfx::createShader(memPrimitiveVsh);
bgfx::ShaderHandle primitiveFsh = bgfx::createShader(memPrimitiveFsh);
m_primitiveProg = bgfx::createProgram(primitiveVsh, primitiveFsh, true);
const bgfx::Memory *memTexturedVsh = shaderc::compileShader(shaderc::ST_VERTEX, "shaders/dx9/vs_textured.sc");
const bgfx::Memory *memTexturedFsh = shaderc::compileShader(shaderc::ST_FRAGMENT, "shaders/dx9/fs_textured.sc");
bgfx::ShaderHandle texturedVsh = bgfx::createShader(memTexturedVsh);
bgfx::ShaderHandle texturedFsh = bgfx::createShader(memTexturedFsh);
m_texturedProg = bgfx::createProgram(texturedVsh, texturedFsh, true);
const bgfx::Memory *memTexturedColorVsh = shaderc::compileShader(shaderc::ST_VERTEX, "shaders/dx9/vs_textured_color.sc");
const bgfx::Memory *memTexturedColorFsh = shaderc::compileShader(shaderc::ST_FRAGMENT, "shaders/dx9/fs_textured_color.sc");