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DrawInfo -> DrawColourInfo
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@ -216,7 +216,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Texture.DrawQuad(
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new Quad(pos.X - Size.X / 2, pos.Y - Size.Y / 2, Size.X, Size.Y),
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DrawInfo.Colour,
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DrawColourInfo.Colour,
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null,
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v => Shared.VertexBuffer.Vertices[end++] = new TexturedTrailVertex
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{
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@ -116,7 +116,7 @@ namespace osu.Game.Graphics.Backgrounds
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float adjustedAlpha = HideAlphaDiscrepancies ?
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// Cubically scale alpha to make it drop off more sharply.
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(float)Math.Pow(DrawInfo.Colour.AverageColour.Linear.A, 3) :
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(float)Math.Pow(DrawColourInfo.Colour.AverageColour.Linear.A, 3) :
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1;
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float elapsedSeconds = (float)Time.Elapsed / 1000;
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@ -235,7 +235,7 @@ namespace osu.Game.Graphics.Backgrounds
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Vector2Extensions.Transform(particle.Position * Size + new Vector2(-offset.X, offset.Y), DrawInfo.Matrix)
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);
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ColourInfo colourInfo = DrawInfo.Colour;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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Texture.DrawTriangle(
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@ -95,7 +95,7 @@ namespace osu.Game.Graphics
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{
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//adjust shadow alpha based on highest component intensity to avoid muddy display of darker text.
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//squared result for quadratic fall-off seems to give the best result.
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var avgColour = (Color4)DrawInfo.Colour.AverageColour;
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var avgColour = (Color4)DrawColourInfo.Colour.AverageColour;
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spriteShadow.Alpha = (float)Math.Pow(Math.Max(Math.Max(avgColour.R, avgColour.G), avgColour.B), 2);
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@ -176,7 +176,7 @@ namespace osu.Game.Screens.Menu
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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ColourInfo colourInfo = DrawInfo.Colour;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(Colour);
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if (AudioData != null)
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