private void DrawCustomEffect() { GraphicsDevice.Clear(GraphicsDevice.BackBuffer, Color.Black); GraphicsDevice.Clear(GraphicsDevice.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer); GraphicsDevice.SetRenderTarget(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer); customEffect.Parameters.Set(CustomEffectKeys.ColorFactor2, (Vector4)Color.Red); quad.Draw(UVTexture); }
private void RenderQuad(RenderContext renderContext, RenderFrame frame) { GraphicsDevice.SetBlendState(GraphicsDevice.BlendStates.NonPremultiplied); quad.Parameters.Set(EffectKeys.Phase, -3 * (float)Game.UpdateTime.Total.TotalSeconds); quad.Draw(paradoxTexture, samplingState, Color.White); }