using System.Collections.Generic; using Microsoft.Xna.Framework.Graphics; namespace ProjectZ.InGame.Things { // Maybe this was actually unnecessary and we could have just used variations of Effects. // Currently we do not need to dynamically set the parameters and only use this for the damage shader that has 2 variants. public class SpriteShader { public Effect Effect; public Dictionary FloatParameter = new Dictionary(); public SpriteShader(Effect effect) { Effect = effect; } } }