internal FloatShaderEffectProperty(ShaderEffect effect, int register) : base(effect, register) { m_buffer = new ConstantStreamBuffer<float>(Effect.DirectCanvas.DeviceContext.Device, 16, register, ConstantStreamBufferType.PixelShader, ResourceUsage.Dynamic, CpuAccessFlags.Write, false); }
internal ColorShaderEffectProperty(ShaderEffect effect, int register) : base(effect, register) { m_buffer = new ConstantStreamBuffer<Color4>(Effect.DirectCanvas.DeviceContext.Device, Marshal.SizeOf(typeof(Color4)), register, ConstantStreamBufferType.PixelShader, ResourceUsage.Dynamic, CpuAccessFlags.Write, false); }