void PrepareARenderTarget_AndListenToEvents(ref RenderTarget2D target, GraphicsDevice device, int neededWidth, int neededHeight, RenderTargetUsage usage)
void UpdateSettingsForRendering(float gradientContributionFromOriginalTexture, float gradientScrollingSpeed, float flatGradientOffset, float gradientColorDominance)
override void HandleUseReqest(GraphicsDevice device, SpriteBatch spriteBatch)
static Asset< Texture2D >[] Projectile
static Ref< Effect > PixelShaderRef
static float GlobalTimeWrappedHourly