private void OnRender_BackgroundSolidTexture( DrawingContext dc, ImageSource topStatic, ImageSource topDynamic, float textureOpacity, Color background, float gradient) { SetEnableWarp(true); var opaque = background; var faded = background.Blend(Colors.White, gradient); //LinearGradientBrush lgBrush = new LinearGradientBrush(faded, opaque, 90); var lgBrush = RenderToolFactory.GetTool<Brush>(new LinearGradientBrushTool(faded, opaque, 90)); dc.DrawRectangle(lgBrush, null, ScreenArea); const int SQ_WIDTH = 66; const int SQ_HEIGHT = 66; const int SQ_X_OFF = SQ_WIDTH / 3; const int SQ_Y_OFF = SQ_HEIGHT / 3; var stBrush = RenderToolFactory.GetTool<Brush> (new ImageBrushTool(topStatic, TileMode.Tile, new Rect(-SQ_X_OFF, SQ_Y_OFF, SQ_WIDTH, SQ_HEIGHT), BrushMappingMode.Absolute, textureOpacity)); dc.DrawRectangle(stBrush, null, ScreenArea); var off = _isListening ? CompositionTargetEx.SecondsFromStart * 4 : (int) (SQ_WIDTH / 2); // Dynamic Brush is Constantly Changing const float WARP = (float) SQ_WIDTH / SQ_HEIGHT; ImageBrush dyBrush = new ImageBrush(topDynamic) { TileMode = TileMode.Tile, ViewportUnits = BrushMappingMode.Absolute, Viewport = new Rect(off * WARP - SQ_X_OFF, off + SQ_Y_OFF, SQ_WIDTH, SQ_HEIGHT), Opacity = textureOpacity }; dc.DrawRectangle(dyBrush, null, ScreenArea); OnRender_3DCorners(dc); }