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|
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if (prop is TextureShaderProperty) |
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arguments.Add(string.Format("TEXTURE2D_PARAM({0}, sampler{0})", GetSlotValue(inSlotId, generationMode))); |
|
|
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if (prop is Texture2DArrayShaderProperty) |
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arguments.Add(string.Format("TEXTURE2D_PARAM({0}, sampler{0})", GetSlotValue(inSlotId, generationMode))); |
|
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if (prop is Texture3DShaderProperty) |
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else if (prop is Texture2DArrayShaderProperty) |
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arguments.Add(string.Format("TEXTURE2D_ARRAY_PARAM({0}, sampler{0})", GetSlotValue(inSlotId, generationMode))); |
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else if (prop is Texture3DShaderProperty) |
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arguments.Add(string.Format("TEXTURE3D_PARAM({0}, sampler{0})", GetSlotValue(inSlotId, generationMode))); |
|
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|
else if (prop is CubemapShaderProperty) |
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|
arguments.Add(string.Format("TEXTURECUBE_PARAM({0}, sampler{0})", GetSlotValue(inSlotId, generationMode))); |
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break; |
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case PropertyType.Vector4: |
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slotType = SlotValueType.Vector4; |
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|
break; |
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case PropertyType.Boolean: |
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slotType = SlotValueType.Boolean; |
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|
break; |
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|
case PropertyType.Matrix2: |
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|
slotType = SlotValueType.Matrix2; |
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|