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| BloodMoonScreenShaderData (string passName) |
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override void | Update (GameTime gameTime) |
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| ScreenShaderData (Asset< Effect > shader, string passName) |
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| ScreenShaderData (Ref< Effect > shader, string passName) |
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| ScreenShaderData (string passName) |
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override void | Apply () |
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virtual ScreenShaderData | GetSecondaryShader (Player player) |
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virtual void | Update (GameTime gameTime) |
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ScreenShaderData | UseColor (Color color) |
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ScreenShaderData | UseColor (float r, float g, float b) |
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ScreenShaderData | UseColor (Vector3 color) |
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ScreenShaderData | UseDirection (Vector2 direction) |
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ScreenShaderData | UseGlobalOpacity (float opacity) |
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ScreenShaderData | UseImage (Asset< Texture2D > image, int index=0, SamplerState samplerState=null) |
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ScreenShaderData | UseImage (string path, int index=0, SamplerState samplerState=null) |
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ScreenShaderData | UseImage (Texture2D image, int index=0, SamplerState samplerState=null) |
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ScreenShaderData | UseImageOffset (Vector2 offset) |
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ScreenShaderData | UseImageScale (Vector2 scale, int index=0) |
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ScreenShaderData | UseIntensity (float intensity) |
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ScreenShaderData | UseOpacity (float opacity) |
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ScreenShaderData | UseProgress (float progress) |
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ScreenShaderData | UseSecondaryColor (Color color) |
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ScreenShaderData | UseSecondaryColor (float r, float g, float b) |
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ScreenShaderData | UseSecondaryColor (Vector3 color) |
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ScreenShaderData | UseTargetPosition (Vector2 position) |
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| ShaderData (Asset< Effect > shader, string passName) |
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| ShaderData (Ref< Effect > shader, string passName) |
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virtual void | Apply () |
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void | SwapProgram (string passName) |
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