76 Shaders.AddFirst(
value);
124 for (
int j = 0;
j < 11;
j++)
137 for (
int i = 0; i < 11; i++)
165 int num = _shaderGroups.Count - 1;
174 for (
int i = 0; i <= 1; i++)
178 int num = _shaderGroups.Count - 1;
readonly bool TransparentAtAnyDetailLevel
virtual void Update(float elapsedTime)
virtual bool IsTransparentAt(EffectDetailLevel quality)
ConditionalShader(ChromaShader shader, ChromaCondition condition)
readonly ChromaCondition Condition
readonly ChromaShader Shader
void UpdateVisibility(float timeElapsed)
void Remove(ChromaShader shader)
bool UpdateShaders(float timeElapsed)
void Add(ChromaShader shader, ChromaCondition condition)
void UpdateVisibility(float timeElapsed)
bool AppendOperations(EffectDetailLevel quality, List< ShaderOperation > operations)
readonly List< ShaderGroup > _shaderGroups
ICollection< ShaderOperation > AtDetailLevel(EffectDetailLevel quality)
void UpdateShaderVisibility(float timeElapsed)
void BuildOperationsList()
readonly List< ShaderOperation >[] _operationsByDetailLevel
void Unregister(ChromaShader shader)
void UpdateShaders(float timeElapsed)
void Update(float timeElapsed)
void Register(ChromaShader shader, ChromaCondition condition, ShaderLayer layer)
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
void Add(TKey key, TValue value)
static byte Min(byte val1, byte val2)
static byte Max(byte val1, byte val2)