private void OnLandscapeShaderParams(GameTime gametime) { CustomEffect.Parameters["DecalViewProj"].SetValue(Utilitys.CreateDecalViewProjectionMatrix(Camera, 64)); CustomEffect.Parameters["World"].SetValue(Matrix.Identity); CustomEffect.Parameters["View"].SetValue(Camera.View); CustomEffect.Parameters["Projection"].SetValue(Camera.Projection); CustomEffect.Parameters["AmbientLightColor"].SetValue(AmbientLightColor.ToVector4()); CustomEffect.Parameters["AmbientLightIntensity"].SetValue(AmbientLightIntensity); CustomEffect.Parameters["DiffuseLightDirection"].SetValue(DiffuseLightDirection); CustomEffect.Parameters["DiffuseLightColor"].SetValue(DiffuseLightColor.ToVector4()); CustomEffect.Parameters["DiffuseLightIntensity"].SetValue(DiffuseLightIntensity); CustomEffect.Parameters["CursorPosition"].SetValue(MouseCoords); CustomEffect.Parameters["CursorSize"].SetValue(BrushSize); switch (FillMode) { case FillMode.Solid: CustomEffect.CurrentTechnique = CustomEffect.Techniques["Solid"]; break; case FillMode.WireFrame: CustomEffect.CurrentTechnique = CustomEffect.Techniques["WireFrame"]; break; } // Send our Textures to our GPU if (Layer1 != null) { CustomEffect.Parameters["TextureLayer1"].SetValue(Layer1); } if (Layer2 != null) { CustomEffect.Parameters["TextureLayer2"].SetValue(Layer2); } if (Layer3 != null) { CustomEffect.Parameters["TextureLayer3"].SetValue(Layer3); } if (Layer4 != null) { CustomEffect.Parameters["TextureLayer4"].SetValue(Layer4); } if (PaintMask1 != null) { CustomEffect.Parameters["PaintMask"].SetValue(PaintMask1); } }