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Cogs.Rendering
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For this example we are using GLSL shaders and loading them to a "OpenGL20" device. When using GLSL shaders it is necessary to use attribute names from the set of recognized attributes described in Attributes.
Vertex shader:
Pixel shader:
To load an effect we need at least a vertex shader and in most cases a pixel shaders. These can be provided to the effects interface as string buffers.
To use our effect we also need to create an input layout to map vertex buffer data to a format suitable for consumption by our shader. See Pipeline Setup for more information.