void UpdateShaderMinMax(float min, float max)
{
//Check if the min or max has changed, and update it accordingly if needed
if (scaleDepth || colorDepth)
{
if (depthMin != min || depthMax != max)
{
depthMin = min;
depthMax = max;
if (colorDepth && scaleDepth)
{
((Shaders.ColorScaleEffect)depthEffect).Minimum = min;
((Shaders.ColorScaleEffect)depthEffect).Maximum = max;
}
else if (colorDepth)
{
((Shaders.ColorDepthEffect)depthEffect).Minimum = min;
((Shaders.ColorDepthEffect)depthEffect).Maximum = max;
}
else
{
((Shaders.DepthScalingEffect)depthEffect).Minimum = min;
((Shaders.DepthScalingEffect)depthEffect).Maximum = max;
}
}
}
}