float outlineThreshold = 0.2f; // current edge detection threshold #endregion Fields #region Constructors public CelShadingEffect(GameScreen screen) : base(screen) { /* Set our light direction for the cel-shader */ lightDirection = new Vector4 (0.0f, 0.0f, 1.0f, 1.0f); /* Load and initialize the cel-shader effect */ celShader = screen.LoadEffect ("CelShader"); celShader.Parameters ["LightDirection"].SetValue (lightDirection); celMap = screen.content.Load<Texture2D> ("CelMap"); celShader.Parameters ["Color"].SetValue (Color.Green.ToVector4 ()); celShader.Parameters ["CelMap"].SetValue (celMap); /* Load and initialize the outline shader effect */ outlineShader = screen.LoadEffect ("OutlineShader"); outlineShader.Parameters ["Thickness"].SetValue (outlineThickness); outlineShader.Parameters ["Threshold"].SetValue (outlineThreshold); outlineShader.Parameters ["ScreenSize"].SetValue ( new Vector2 (screen.viewport.Bounds.Width, screen.viewport.Bounds.Height)); }
public BlurEffect(GameScreen screen) : base(screen) { testEffect = screen.LoadEffect ("blur"); }