static ToonShader() { pixelShader = PixelShaderUtility.LoadPixelShader <ToonShader>(); // Just saying hardware only for now since our drop of sw doesn't have sin/cos in // it, and thus we can't validate against that. #if !SILVERLIGHT // TODO: pixelShader.ShaderRenderMode = ShaderRenderMode.HardwareOnly; #endif }
static BrightExtract() { pixelShader = PixelShaderUtility.LoadPixelShader <BrightExtract>(); }
static Pinch() { pixelShader = PixelShaderUtility.LoadPixelShader <Pinch>(); }
static ColorKeyAlpha() { pixelShader = PixelShaderUtility.LoadPixelShader <ColorKeyAlpha>(); }
static InvertColor() { pixelShader = PixelShaderUtility.LoadPixelShader <InvertColor>(); }
static Bloom() { pixelShader = PixelShaderUtility.LoadPixelShader <Bloom>(); }
static Magnify() { pixelShader = PixelShaderUtility.LoadPixelShader <Magnify>(); }
static Monochrome() { pixelShader = PixelShaderUtility.LoadPixelShader <Monochrome>(); }
static Sharpen() { pixelShader = PixelShaderUtility.LoadPixelShader <Sharpen>(); }
static Swirl() { pixelShader = PixelShaderUtility.LoadPixelShader <Swirl>(); }
static LightStreak() { pixelShader = PixelShaderUtility.LoadPixelShader <LightStreak>(); }
static SmoothMagnify() { pixelShader = PixelShaderUtility.LoadPixelShader <SmoothMagnify>(); }
static BandedSwirl() { pixelShader = PixelShaderUtility.LoadPixelShader <BandedSwirl>(); }
static Ripple() { pixelShader = PixelShaderUtility.LoadPixelShader <Ripple>(); }
static ContrastAdjust() { pixelShader = PixelShaderUtility.LoadPixelShader <ContrastAdjust>(); }
static ToneMapping() { pixelShader = PixelShaderUtility.LoadPixelShader <ToneMapping>(); }
static GrowablePoissonDisk() { pixelShader = PixelShaderUtility.LoadPixelShader <GrowablePoissonDisk>(); }
static Embossed() { pixelShader = PixelShaderUtility.LoadPixelShader <Embossed>(); }
static DirectionalBlur() { pixelShader = PixelShaderUtility.LoadPixelShader <DirectionalBlur>(); }
static Pixelate() { pixelShader = PixelShaderUtility.LoadPixelShader <Pixelate>(); }
static ColorTone() { pixelShader = PixelShaderUtility.LoadPixelShader <ColorTone>(); }