protected void Draw_Base(Effect effect_, RenderTarget2D surface_, Texture2D texture0_, float tick_)
        {
            GraphicsDevice.SetRenderTarget(0, surface_);

            Manager.SpriteBatch.Begin(SpriteBlendMode.None, SpriteSortMode.Immediate, SaveStateMode.None);
            effect_.Begin();

            foreach (EffectPass pass in effect_.CurrentTechnique.Passes)
            {
                pass.Begin();

                PostProcessManager.DrawScreenRect(Manager.SpriteBatch, texture0_);

                pass.End();
            }

            effect_.End();

            Manager.SpriteBatch.End();
            GraphicsDevice.SetRenderTarget(0, null);
        }
 public PostProcessEffect(GraphicsDevice device_, PostProcessManager manager_)
 {
     device  = device_;
     manager = manager_;
 }