206 if (<
Name>k__BackingField ==
null)
212 if (uAssetImages2 ==
null)
217 if (<
Name>k__BackingField !=
null)
221 string text =
"uImageSize" + text2;
223 if (uCustomImages ==
null)
263 if (image ==
null || image !=
null)
class f__AnonymousType0<< Count > j__TPar
Texture2D[] _uCustomImages
ScreenShaderData UseGlobalOpacity(float opacity)
ScreenShaderData UseImage(Texture2D image, int index=0, [Optional] SamplerState samplerState)
ScreenShaderData UseImage(string path, int index=0, [Optional] SamplerState samplerState)
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 UseImageOffset(Vector2 offset)
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)
readonly Ref< Effect > _shader
static Microsoft.Xna.Framework.Vector2 screenPosition