Closed impworks closed 7 years ago
Have you tried to access the shader without ResourceManager
as an embedded resource via e.g. typeof(BlurShader).GetTypeInfo().Assembly.GetManifestResourceStream("blur.xnb")
? I think it should work even in PCL.
Will give it a go.
Worked for WP8, will probably work for other platforms too!
The way shaders are built differs across platforms. Therefore, we need the following structure:
GameEngine.Init
, the satellite is registered as shader implementation sourceTwo assemblies are currently set up:
Corund.Effects.WP8
andCorund.Effects.Android
. The actual shader code resides in theCorund.Effects
folder.The trouble is that PCL does not support
ResourceManager.GetObject
to get raw byte arrays. OnlyGetString
is supported. Therefore, the built*.xnb
must be encoded and decoded via Base64.