public Effect getShaderByType(ShaderType shaderType) { switch (shaderType) { case ShaderType.None: return(null); case ShaderType.ColorChange: return(EffectManager.ColorChange()); case ShaderType.WeakBleach: return(EffectManager.WeakBleach()); case ShaderType.Bleach: return(EffectManager.Bleach()); case ShaderType.StrongBleach: return(EffectManager.StrongBleach()); case ShaderType.WeakBlur: return(EffectManager.WeakBlurrer()); case ShaderType.Blur: return(EffectManager.Blurrer()); case ShaderType.StrongBlur: return(EffectManager.StrongBlurrer()); case ShaderType.BleachBlur: return(EffectManager.BleachBlur()); default: return(null); } }
public Effect getShaderByTypeInEditor(ShaderType shaderType, GraphicsDevice graphics) { switch (shaderType) { case ShaderType.None: return(null); case ShaderType.Water: return(EffectManager.WaterInEditor(graphics)); case ShaderType.ColorChange: return(EffectManager.ColorChange()); case ShaderType.WeakBleach: return(EffectManager.WeakBleachInEditor(graphics)); case ShaderType.Bleach: return(EffectManager.BleachInEditor(graphics)); case ShaderType.StrongBleach: return(EffectManager.StrongBleachInEditor(graphics)); case ShaderType.WeakBlur: return(EffectManager.WeakBlurrerInEditor(graphics)); case ShaderType.Blur: return(EffectManager.BlurrerInEditor(graphics)); case ShaderType.StrongBlur: return(EffectManager.StrongBlurrerInEditor(graphics)); case ShaderType.BleachBlur: return(EffectManager.BleachBlurInEditor(graphics)); default: return(null); } }