public void Transform(ref VertexPositionColorTextureColor vertex)
        {
            float x    = vertex.Position.X - worldX;
            float y    = vertex.Position.Y - worldY;
            float dist = (float)Math.Sqrt(x * x + y * y);

            if (dist < Radius)
            {
                float theta = Interpolation.Apply(0, angle, (Radius - dist) / Radius);
                float cos = MathUtils.Cos(theta), sin = MathUtils.Sin(theta);
                vertex.Position.X = cos * x - sin * y + worldX;
                vertex.Position.Y = sin * x + cos * y + worldY;
            }
        }
 public void Transform(ref VertexPositionColorTextureColor vertex)
 {
     vertex.Position.X += MathUtils.RandomTriangle(-JitterX, JitterY);
     vertex.Position.Y += MathUtils.RandomTriangle(-JitterX, JitterY);
 }