45 : base(
Main.ScreenShaderRef, passName)
50 : base(shader, passName)
54 public virtual void Update(GameTime gameTime)
64 base.Shader.Parameters[
"uColor"].SetValue(
_uColor);
68 base.Shader.Parameters[
"uScreenResolution"].SetValue(value);
69 base.Shader.Parameters[
"uScreenPosition"].SetValue(vector3 - vector);
70 base.Shader.Parameters[
"uTargetPosition"].SetValue(
_uTargetPosition - vector);
71 base.Shader.Parameters[
"uImageOffset"].SetValue(
_uImageOffset);
72 base.Shader.Parameters[
"uIntensity"].SetValue(
_uIntensity);
73 base.Shader.Parameters[
"uProgress"].SetValue(
_uProgress);
74 base.Shader.Parameters[
"uDirection"].SetValue(
_uDirection);
83 if (texture2D !=
null)
85 Main.
graphics.GraphicsDevice.Textures[i + 1] = texture2D;
86 int width = texture2D.
Width;
87 int height = texture2D.
Height;
100 base.Shader.Parameters[
"uImageSize" + (i + 1)].SetValue(
new Vector2(width, height) *
_imageScales[i]);
static readonly SamplerState LinearWrap
static readonly SamplerState AnisotropicClamp
Texture2D[] _uCustomImages
ScreenShaderData UseGlobalOpacity(float opacity)
ScreenShaderData UseSecondaryColor(Vector3 color)
ScreenShaderData UseProgress(float progress)
ScreenShaderData UseIntensity(float intensity)
ScreenShaderData UseSecondaryColor(float r, float g, float b)
SamplerState[] _samplerStates
virtual ScreenShaderData GetSecondaryShader(Player player)
ScreenShaderData UseTargetPosition(Vector2 position)
ScreenShaderData UseSecondaryColor(Color color)
ScreenShaderData UseImage(string path, int index=0, SamplerState samplerState=null)
ScreenShaderData UseImageOffset(Vector2 offset)
ScreenShaderData UseImage(Texture2D image, int index=0, SamplerState samplerState=null)
ScreenShaderData UseColor(Color color)
ScreenShaderData UseImageScale(Vector2 scale, int index=0)
ScreenShaderData UseColor(Vector3 color)
ScreenShaderData UseOpacity(float opacity)
Asset< Texture2D >[] _uAssetImages
ScreenShaderData UseColor(float r, float g, float b)
ScreenShaderData(Ref< Effect > shader, string passName)
virtual void Update(GameTime gameTime)
ScreenShaderData(string passName)
ScreenShaderData UseDirection(Vector2 direction)
static SpriteViewMatrix GameViewMatrix
static int offScreenRange
static IAssetRepository Assets
static float GlobalTimeWrappedHourly
static GraphicsDeviceManager graphics
static bool IsPowerOfTwo(int x)