AcTools.Render.Base.Shaders.EffectDeferredLight.Initialize C# (CSharp) Метод

Initialize() публичный Метод

public Initialize ( Device device ) : void
device Device
Результат void
		public void Initialize(Device device) {
			_b = EffectUtils.Load("DeferredLight");
			E = new Effect(device, _b);

			TechPointLight = E.GetTechniqueByName("PointLight");
			TechPointLight_NoSpec = E.GetTechniqueByName("PointLight_NoSpec");
			TechPointLight_Debug = E.GetTechniqueByName("PointLight_Debug");
			TechDirectionalLight = E.GetTechniqueByName("DirectionalLight");
			TechDirectionalLight_Shadows = E.GetTechniqueByName("DirectionalLight_Shadows");
			TechDirectionalLight_Shadows_NoFilter = E.GetTechniqueByName("DirectionalLight_Shadows_NoFilter");
			TechDirectionalLight_Split = E.GetTechniqueByName("DirectionalLight_Split");

			for (var i = 0; i < TechDirectionalLight.Description.PassCount && InputSignaturePT == null; i++) {
				InputSignaturePT = TechDirectionalLight.GetPassByIndex(i).Description.Signature;
			}
			if (InputSignaturePT == null) throw new System.Exception("input signature (DeferredLight, PT, DirectionalLight) == null");
			LayoutPT = new InputLayout(device, InputSignaturePT, InputLayouts.VerticePT.InputElementsValue);

			FxWorld = E.GetVariableByName("gWorld").AsMatrix();
			FxWorldInvTranspose = E.GetVariableByName("gWorldInvTranspose").AsMatrix();
			FxWorldViewProj = E.GetVariableByName("gWorldViewProj").AsMatrix();
			FxWorldViewProjInv = E.GetVariableByName("gWorldViewProjInv").AsMatrix();
			FxShadowViewProj = E.GetVariableByName("gShadowViewProj").AsMatrix();
			FxBaseMap = E.GetVariableByName("gBaseMap").AsResource();
			FxNormalMap = E.GetVariableByName("gNormalMap").AsResource();
			FxMapsMap = E.GetVariableByName("gMapsMap").AsResource();
			FxDepthMap = E.GetVariableByName("gDepthMap").AsResource();
			FxShadowMaps = E.GetVariableByName("gShadowMaps").AsResource();
			FxPointLightRadius = E.GetVariableByName("gPointLightRadius").AsScalar();
			FxScreenSize = E.GetVariableByName("gScreenSize").AsVector();
			FxLightColor = E.GetVariableByName("gLightColor").AsVector();
			FxDirectionalLightDirection = E.GetVariableByName("gDirectionalLightDirection").AsVector();
			FxPointLightPosition = E.GetVariableByName("gPointLightPosition").AsVector();
			FxShadowDepths = E.GetVariableByName("gShadowDepths").AsVector();
			FxEyePosW = E.GetVariableByName("gEyePosW").AsVector();
		}
EffectDeferredLight