diff --git a/GlitchyEngine/src/Renderer/Effect.bf b/GlitchyEngine/src/Renderer/Effect.bf index 132f7c0..25e8ff9 100644 --- a/GlitchyEngine/src/Renderer/Effect.bf +++ b/GlitchyEngine/src/Renderer/Effect.bf @@ -43,6 +43,17 @@ namespace GlitchyEngine.Renderer { } + + public this(GraphicsContext context, String filename, String vsEntry, String psEntry) + { + let vs = Shader.FromFile!(context, filename, vsEntry); + VertexShader = vs; + vs.ReleaseRef(); + + let ps = Shader.FromFile!(context, filename, psEntry); + PixelShader = ps; + ps.ReleaseRef(); + } public this(String vsPath, String vsEntry, String psPath, String psEntry) { diff --git a/Sandbox/content/basicShader.hlsl b/Sandbox/content/Shaders/basicShader.hlsl similarity index 100% rename from Sandbox/content/basicShader.hlsl rename to Sandbox/content/Shaders/basicShader.hlsl diff --git a/Sandbox/content/textureShader.hlsl b/Sandbox/content/Shaders/textureShader.hlsl similarity index 100% rename from Sandbox/content/textureShader.hlsl rename to Sandbox/content/Shaders/textureShader.hlsl diff --git a/Sandbox/src/SandboxApp.bf b/Sandbox/src/SandboxApp.bf index c8433ad..b3ecf89 100644 --- a/Sandbox/src/SandboxApp.bf +++ b/Sandbox/src/SandboxApp.bf @@ -86,29 +86,9 @@ namespace Sandbox { _context = Application.Get().Window.Context..AddRef(); - { - _effect = new Effect(); - - let vs = Shader.FromFile!(_context, "content\\basicShader.hlsl", "VS"); - _effect.VertexShader = vs; - vs.ReleaseRef(); - - let ps = Shader.FromFile!(_context, "content\\basicShader.hlsl", "PS"); - _effect.PixelShader = ps; - ps.ReleaseRef(); - } - - { - _textureEffect = new Effect(); - - let vs = Shader.FromFile!(_context, "content\\textureShader.hlsl", "VS"); - _textureEffect.VertexShader = vs; - vs.ReleaseRef(); - - let ps = Shader.FromFile!(_context, "content\\textureShader.hlsl", "PS"); - _textureEffect.PixelShader = ps; - ps.ReleaseRef(); - } + _effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl", "VS", "PS"); + + _textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl", "VS", "PS"); // Create Input Layout