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Adjust with shader changes
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e430b8a640
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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private int currentIndex;
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private Shader shader;
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private IShader shader;
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private Texture texture;
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private Vector2 size => texture.Size * Scale;
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@ -79,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, TextureStore textures)
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{
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shader = shaders?.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE);
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shader = shaders.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE);
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texture = textures.Get(@"Cursor/cursortrail");
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Scale = new Vector2(1 / texture.ScaleAdjust);
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}
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private class TrailDrawNode : DrawNode
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{
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public Shader Shader;
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public IShader Shader;
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public Texture Texture;
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public float Time;
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@ -64,7 +64,7 @@ namespace osu.Game.Graphics.Backgrounds
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private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
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private Shader shader;
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private IShader shader;
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private readonly Texture texture;
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public Triangles()
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@ -75,7 +75,7 @@ namespace osu.Game.Graphics.Backgrounds
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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{
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shader = shaders?.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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}
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protected override void LoadComplete()
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@ -196,7 +196,7 @@ namespace osu.Game.Graphics.Backgrounds
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private class TrianglesDrawNode : DrawNode
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{
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public Shader Shader;
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public IShader Shader;
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public Texture Texture;
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public readonly List<TriangleParticle> Parts = new List<TriangleParticle>();
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@ -61,7 +61,7 @@ namespace osu.Game.Rulesets.Mods
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public abstract class Flashlight : Drawable
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{
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internal BindableInt Combo;
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private Shader shader;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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@ -139,7 +139,7 @@ namespace osu.Game.Rulesets.Mods
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private class FlashlightDrawNode : DrawNode
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{
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public Shader Shader;
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public IShader Shader;
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public Quad ScreenSpaceDrawQuad;
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public Vector2 FlashlightPosition;
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public Vector2 FlashlightSize;
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@ -89,7 +89,7 @@ namespace osu.Game.Screens
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/// </summary>
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public class ShaderPrecompiler : Drawable
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{
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private readonly List<Shader> loadTargets = new List<Shader>();
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private readonly List<IShader> loadTargets = new List<IShader>();
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public bool FinishedCompiling { get; private set; }
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@ -106,7 +106,7 @@ namespace osu.Game.Screens
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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}
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protected virtual bool AllLoaded => loadTargets.All(s => s.Loaded);
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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protected override void Update()
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{
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@ -63,7 +63,7 @@ namespace osu.Game.Screens.Menu
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private readonly float[] frequencyAmplitudes = new float[256];
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private Shader shader;
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private IShader shader;
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private readonly Texture texture;
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public LogoVisualisation()
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@ -146,7 +146,7 @@ namespace osu.Game.Screens.Menu
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private class VisualisationDrawNode : DrawNode
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{
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public Shader Shader;
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public IShader Shader;
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public Texture Texture;
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//Asuming the logo is a circle, we don't need a second dimension.
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