bool CustomVertexLerpShader::Initialize(GraphicsDevice *graphicsDevice, const Text *vertexShaderSource, const Text *fragmentShaderSource)
{
    if (!VertexLerpShader::Initialize(graphicsDevice, vertexShaderSource, fragmentShaderSource))
        return false;

    ASSERT(HasUniform(GetModelViewMatrixUniform()) == true);
    ASSERT(HasUniform(GetProjectionMatrixUniform()) == true);
    ASSERT(HasUniform(GetLerpUniform()) == true);

    return true;
}
Exemple #2
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	void Shader::ValidateUniforms()
	{
		if (!HasUniform(SHADER_UNIFORM_PROJECTION_MATRIX_NAME))
			SP_WARN(m_Name, " shader does not contain pr_matrix uniform.");
		if (!HasUniform(SHADER_UNIFORM_VIEW_MATRIX_NAME))
			SP_WARN(m_Name, " shader does not contain vw_matrix uniform.");
		if (!HasUniform(SHADER_UNIFORM_MODEL_MATRIX_NAME))
			SP_WARN(m_Name, " shader does not contain ml_matrix uniform.");

		SP_INFO(m_Name, " shader successfully validated.");
	}