Example #1
0
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;
}
Example #12
0
void HLSL_invoker::Shutdown()
{
	// Shutdown the vertex and pixel shaders as well as the related objects.
	ShutdownShader();

	return;
}
Example #13
0
//////////////////////////////////////////////////////////////////////////////////////////
//			Destruction																	//
//////////////////////////////////////////////////////////////////////////////////////////
void CFontShader::Shutdown()
{
	// Appel la fonction de release du shader
	ShutdownShader();
	
	#ifdef _SPHDEBUG_H 
		SPHDebug::Msg("CFontShader::Shutdown()");
	#endif
}
Example #14
0
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();
}
Example #17
0
void CSLightD::Shutdown(void)
{
	ShutdownShader();
}
Example #18
0
void TextureShaderClass::Shutdown() {
	ShutdownShader();

	return;
}
// Shutsdown the shader
void LightShaderClass::Shutdown(){
	ShutdownShader();
	return;
}
Example #20
0
//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();
}
Example #23
0
Shader::~Shader(void)
{
	ShutdownShader();
}
Example #24
0
void CLightShader::Shutdown()
{
	ShutdownShader();

	return;
}
Example #25
0
void CBlurShaderClass::Shutdown()
{
	//Apagamos todos los shaders
	ShutdownShader();
	return;
}
void TranslateShaderClass::Shutdown()
{
	ShutdownShader();
	return;
}
Example #27
0
void FontShaderClass::Shutdown()
{
	// 버텍스 및 픽셀 쉐이더와 관련된 객체를 종료합니다.
	ShutdownShader();
}
Example #28
0
void RenderShader::Shutdown()
{
	// Shutdown the vertex and pixel shaders as well as the related objects.
	ShutdownShader();
}
Example #29
0
void FontShader::Shutdown()
{
	ShutdownShader();
}
void SpecmapShaderClass::Shutdown()
{
	ShutdownShader();
	return;
}