void FontShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void VerticalBlurShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void TransparentDepthShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void RefractionShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void CSkyplaneShader::Shutdown() { // Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader(); return; }
void HorizontalBlurShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void PureLightShader::Shutdown() { // Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader(); return; }
void TranslateShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
//Shutdown Shader Function void CParticleShader::Shutdown() { //Shutdown Shaders ShutdownShader(); return; }
void TextureShaderClass::Shutdown() { // Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader(); return; }
void MultiTextureShaderClass::Shutdown() { // Shutdown the shader effect. ShutdownShader(); return; }
void HLSL_invoker::Shutdown() { // Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader(); return; }
////////////////////////////////////////////////////////////////////////////////////////// // Destruction // ////////////////////////////////////////////////////////////////////////////////////////// void CFontShader::Shutdown() { // Appel la fonction de release du shader ShutdownShader(); #ifdef _SPHDEBUG_H SPHDebug::Msg("CFontShader::Shutdown()"); #endif }
void LightShader::Shutdown() { // Release the light constant buffer. if(m_lightBuffer) { m_lightBuffer->Release(); m_lightBuffer = 0; } // Release the sampler state. if(m_sampleState) { m_sampleState->Release(); m_sampleState = 0; } ShutdownShader(); }
void RefractionShaderClass::Shutdown() { ShutdownShader(); }
void MultitextureShader::Shutdown() { DELETE_D3D11_OBJECT(m_sampleState) ShutdownShader(); }
void CSLightD::Shutdown(void) { ShutdownShader(); }
void TextureShaderClass::Shutdown() { ShutdownShader(); return; }
// Shutsdown the shader void LightShaderClass::Shutdown(){ ShutdownShader(); return; }
//The Shutdown function will call the shutdown of the shader. void Shader::Shutdown(){ // Shutdown the shader effect. ShutdownShader(); }
void ShadowMappingShader::Shutdown() { ShutdownShader(); }
void ColorShaderClass::Shutdown() { ShutdownShader(); }
Shader::~Shader(void) { ShutdownShader(); }
void CLightShader::Shutdown() { ShutdownShader(); return; }
void CBlurShaderClass::Shutdown() { //Apagamos todos los shaders ShutdownShader(); return; }
void TranslateShaderClass::Shutdown() { ShutdownShader(); return; }
void FontShaderClass::Shutdown() { // 버텍스 및 픽셀 쉐이더와 관련된 객체를 종료합니다. ShutdownShader(); }
void RenderShader::Shutdown() { // Shutdown the vertex and pixel shaders as well as the related objects. ShutdownShader(); }
void FontShader::Shutdown() { ShutdownShader(); }
void SpecmapShaderClass::Shutdown() { ShutdownShader(); return; }