Add IPostProcessWorldShader for custom effect render passes.
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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37
OpenRA.Game/Graphics/RenderPostProcessPassVertex.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Runtime.InteropServices;
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namespace OpenRA.Graphics
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct RenderPostProcessPassVertex
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{
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public readonly float X, Y;
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public RenderPostProcessPassVertex(float x, float y)
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{
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X = x; Y = y;
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}
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}
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public sealed class RenderPostProcessPassShaderBindings : ShaderBindings
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{
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public RenderPostProcessPassShaderBindings(string name)
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: base("postprocess", "postprocess_" + name) { }
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public override ShaderVertexAttribute[] Attributes { get; } = new[]
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{
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new ShaderVertexAttribute("aVertexPosition", 2, 0)
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};
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}
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}
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