Paradox Game Engine  v1.0.0 beta06
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PostEffectShaderPlugin.cs
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1 // Copyright (c) 2011 Silicon Studio
2 
3 namespace SiliconStudio.Paradox.Effects
4 {
6  {
7  public override void SetupPasses(EffectMesh effectMesh)
8  {
9  var parameters = RenderPass != null && RenderPass.Parameters != null ? RenderPass.Parameters : RenderPassPlugin != null ? RenderPassPlugin.Parameters : null;
10  //DefaultShaderPass = CreateShaderPass(null, "PostEffect", parameters);
11  throw new System.NotImplementedException();
12  }
13  }
14 }
TODO: Update summary.
override void SetupPasses(EffectMesh effectMesh)
RenderPass is a hierarchy that defines how to collect and render meshes.
Definition: RenderPass.cs:19