public void Begin(Xen.Graphics.ShaderSystem.ShaderSystemBase state, bool ic, bool ec, Xen.Graphics.ShaderSystem.ShaderExtension ext)
		{
			if (device != state.DeviceUniqueIndex)
			{
				device = state.DeviceUniqueIndex;

				fx.Dispose();
				state.CreateEffect(out fx, fxb, 0, 0);
			}

			float randX = (float)(random.NextDouble());
			float randY = (float)(random.NextDouble());

			this.psConstants[4].Z = randX;
			this.psConstants[4].W = randY;

			//random texture is limited in size, so randomly offset by a tiny amount
			randX = (float)((random.NextDouble() * 2 - 1) / 256.0);
			randY = (float)((random.NextDouble() * 2 - 1) / 256.0);

			this.psConstants[5].X = randX;
			this.psConstants[5].Y = randY;

			TextureSamplerState point = TextureSamplerState.PointFiltering;

			Xen.Graphics.ShaderSystem.ShaderSystemBase shaderSystem = (Xen.Graphics.ShaderSystem.ShaderSystemBase)state;
			shaderSystem.SetPixelShaderSampler(0, randTexture, point);

			if (positionSize != null)
				shaderSystem.SetPixelShaderSampler(1, positionSize, point);
			if (velocityRotation != null)
				shaderSystem.SetPixelShaderSampler(2, velocityRotation, point);
			
			if (this.colourSamplerIndex != -1)
				shaderSystem.SetPixelShaderSampler(this.colourSamplerIndex, colourValues, point);
			
			if (this.userSamplerIndex != -1)
				shaderSystem.SetPixelShaderSampler(this.userSamplerIndex, userValues, point);

			if (this.lifeSamplerIndex != -1)
				shaderSystem.SetPixelShaderSampler(this.lifeSamplerIndex, lifeTexture, point);


			state.SetWorldViewProjectionMatrix(ref this.vreg[0], ref this.vreg[1], ref this.vreg[2], ref this.vreg[3], ref this.world);

			const float randTextureSize = (float)RandomValueTexture.Resolution;
			const float invRandTextureSize = 1.0f / randTextureSize; 

			if (enabledMoveVS || enabledAddVS)
			{
				for (int i = 0; i < 4; i++) //copy the WVP matrix
					this.vsMoveConstants[i] = this.vreg[i];

				vsMoveConstants[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0);
				
				fx.vs_c.SetValue(this.vsMoveConstants);
				fx.ps_c.SetValue(psConstants);
			}
			else
			{
				state.SetWindowSizeVector2(ref this.vreg[4], ref this.viewsize);
				this.vreg[6] = new Vector4(randTextureSize, invRandTextureSize, 0, 0);
				
				fx.vs_c.SetValue(this.vreg);
				fx.ps_c.SetValue(psConstants);
			}

			state.SetEffect(this, ref fx, Xen.Graphics.ShaderSystem.ShaderExtension.None);
		}