ShaderProgram Class |
Namespace: (Default Namespace)
public sealed class ShaderProgram : IDisposable
The ShaderProgram type exposes the following members.
Name | Description | |
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![]() | ShaderProgram |
Create a shader program that includes all the shaders (vertex and fragment shaders) necessary when rendering.
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Name | Description | |
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![]() | Dispose |
Releases resources associated with this ShaderProgram, including the internally referenced OpenGL program.
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![]() ![]() | DisposeShaderPrograms |
Clean up all the pre-implemented shaders from memory.
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![]() | Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) |
![]() | GetAttributeLocation |
Uses the OpenGL glGetAttributeLocation function to determine how a particular attribute of a vertex can be located.
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![]() | GetHashCode | Serves as the default hash function. (Inherited from Object.) |
![]() | GetType | Gets the Type of the current instance. (Inherited from Object.) |
![]() | GetUniformLocation |
Uses the OpenGL glGetUniformLocation function to determine how a uniform object declared in the code can be located.
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![]() | ToString | Returns a string that represents the current object. (Inherited from Object.) |
![]() | Use |
Make this shader program the currently active shader program, and apply the specified projection matrix.
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Name | Description | |
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![]() ![]() | FlatShader |
This shader is used for drawing textured graphics that have no normal map associated.
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![]() ![]() | NoLightShader |
This shader is used for drawing textured graphics when lighting is disabled.
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![]() ![]() | NormalMappedShader |
This shader is used for drawing textured graphics that have a normal map associated.
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![]() ![]() | SolidShader |
This shader is used for drawing solid non-textured graphics such as lines and solid rectangles.
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