using System; using DirectX; using DirectX.D3D11; using internal GlitchyEngine.Renderer; namespace GlitchyEngine.Renderer { extension Effect { protected override void Compile(String vsPath, String vsEntry, String psPath, String psEntry) { // Todo: macros VertexShader = new VertexShader(_context, vsPath, vsEntry); PixelShader = new PixelShader(_context, psPath, psEntry); Reflect(); } private void Reflect() { } } }