Beispiel #1
0
        public Effect getShaderByType(ShaderType shaderType)
        {
            switch (shaderType)
            {
            case ShaderType.None:
                return(null);

            case ShaderType.ColorChange:
                return(EffectManager.ColorChange());

            case ShaderType.WeakBleach:
                return(EffectManager.WeakBleach());

            case ShaderType.Bleach:
                return(EffectManager.Bleach());

            case ShaderType.StrongBleach:
                return(EffectManager.StrongBleach());

            case ShaderType.WeakBlur:
                return(EffectManager.WeakBlurrer());

            case ShaderType.Blur:
                return(EffectManager.Blurrer());

            case ShaderType.StrongBlur:
                return(EffectManager.StrongBlurrer());

            case ShaderType.BleachBlur:
                return(EffectManager.BleachBlur());

            default:
                return(null);
            }
        }
Beispiel #2
0
        public Effect getShaderByTypeInEditor(ShaderType shaderType, GraphicsDevice graphics)
        {
            switch (shaderType)
            {
            case ShaderType.None:
                return(null);

            case ShaderType.Water:
                return(EffectManager.WaterInEditor(graphics));

            case ShaderType.ColorChange:
                return(EffectManager.ColorChange());

            case ShaderType.WeakBleach:
                return(EffectManager.WeakBleachInEditor(graphics));

            case ShaderType.Bleach:
                return(EffectManager.BleachInEditor(graphics));

            case ShaderType.StrongBleach:
                return(EffectManager.StrongBleachInEditor(graphics));

            case ShaderType.WeakBlur:
                return(EffectManager.WeakBlurrerInEditor(graphics));

            case ShaderType.Blur:
                return(EffectManager.BlurrerInEditor(graphics));

            case ShaderType.StrongBlur:
                return(EffectManager.StrongBlurrerInEditor(graphics));

            case ShaderType.BleachBlur:
                return(EffectManager.BleachBlurInEditor(graphics));

            default:
                return(null);
            }
        }