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);
 }