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EnvironmentMapSpecularDeferredShading.cs
Go to the documentation of this file.
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// <auto-generated>
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// Do not edit this file yourself!
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//
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// This code was generated by Paradox Shader Mixin Code Generator.
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// To generate it yourself, please install SiliconStudio.Paradox.VisualStudio.Package .vsix
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// and re-save the associated .pdxfx.
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// </auto-generated>
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using
System
;
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using
SiliconStudio.Core;
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using
SiliconStudio.Paradox.Effects;
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using
SiliconStudio.Paradox.Graphics;
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using
SiliconStudio.Paradox.Shaders;
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using
SiliconStudio.Core.Mathematics;
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using
Buffer
=
SiliconStudio.Paradox.Graphics.Buffer
;
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namespace
SiliconStudio.
Paradox
.Effects.Modules
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{
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public
static
partial class
EnvironmentMapSpecularDeferredShadingKeys
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{
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public
static
readonly
ParameterKey<Texture>
SpecularIBLMap = ParameterKeys.New<
Texture
>();
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}
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}
SiliconStudio.Paradox.Effects.ParameterKey
Key of an effect parameter.
Definition:
ParameterKey.cs:15
SiliconStudio.Shaders.Parser.System
A system file.
SiliconStudio.Paradox.Graphics.Buffer
All-in-One Buffer class linked SharpDX.Direct3D11.Buffer.
Definition:
Buffer.Argument.cs:26
SiliconStudio.Paradox.Effects.Modules.EnvironmentMapSpecularDeferredShadingKeys
Definition:
EnvironmentMapSpecularDeferredShading.cs:19
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
Buffer
SiliconStudio.Paradox.Graphics.Buffer Buffer
Definition:
EnvironmentMapSpecularDeferredShading.cs:15
SiliconStudio.Paradox.Graphics.Texture
Base class for texture resources.
Definition:
Texture.cs:38
sources
shaders
Deferred
EnvironmentMapSpecularDeferredShading.cs
Generated on Sat Dec 20 2014 21:52:13 for Paradox Game Engine by
1.8.7