|
|
|
|
|
|
var outputString = new ShaderGenerator(); |
|
|
|
switch (m_BlendMode) |
|
|
|
{ |
|
|
|
case BlendModesEnum.AddSub: |
|
|
|
/* case BlendModesEnum.AddSub: |
|
|
|
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); |
|
|
|
outputString.AddShaderChunk("{", false); |
|
|
|
outputString.Indent(); |
|
|
|
|
|
|
break; |
|
|
|
*/ |
|
|
|
case BlendModesEnum.Burn: |
|
|
|
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); |
|
|
|
outputString.AddShaderChunk("{", false); |
|
|
|
|
|
|
outputString.Deindent(); |
|
|
|
outputString.AddShaderChunk("}", false); |
|
|
|
break; |
|
|
|
case BlendModesEnum.LinearLight: |
|
|
|
case BlendModesEnum.LinearLight_AddSub: |
|
|
|
outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); |
|
|
|
outputString.AddShaderChunk("{", false); |
|
|
|
outputString.Indent(); |
|
|
|