From fa8e38d9d61cc867f9ff37e991693df6b936bb39 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Thomas=20Mu=CC=88ller-Ho=CC=88hne?= Date: Sat, 12 Nov 2022 17:05:29 +0900 Subject: [PATCH] Target rounded fragment shader Compatibility with osu-framework change https://github.com/ppy/osu-framework/pull/5512 --- osu.Game.Rulesets.Osu/Skinning/SmokeSegment.cs | 2 -- osu.Game/Graphics/Backgrounds/Triangles.cs | 2 +- osu.Game/Graphics/Sprites/LogoAnimation.cs | 1 - osu.Game/Screens/Loader.cs | 4 +--- osu.Game/Screens/Menu/LogoVisualisation.cs | 2 +- 5 files changed, 3 insertions(+), 8 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Skinning/SmokeSegment.cs b/osu.Game.Rulesets.Osu/Skinning/SmokeSegment.cs index 46c8e7c02a..3bc17c0849 100644 --- a/osu.Game.Rulesets.Osu/Skinning/SmokeSegment.cs +++ b/osu.Game.Rulesets.Osu/Skinning/SmokeSegment.cs @@ -49,7 +49,6 @@ namespace osu.Game.Rulesets.Osu.Skinning private const float max_rotation = 0.25f; public IShader? TextureShader { get; private set; } - public IShader? RoundedTextureShader { get; private set; } protected Texture? Texture { get; set; } @@ -69,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Skinning [BackgroundDependencyLoader] private void load(ShaderManager shaders) { - RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE); } diff --git a/osu.Game/Graphics/Backgrounds/Triangles.cs b/osu.Game/Graphics/Backgrounds/Triangles.cs index 1166a86814..986f5d3ac5 100644 --- a/osu.Game/Graphics/Backgrounds/Triangles.cs +++ b/osu.Game/Graphics/Backgrounds/Triangles.cs @@ -103,7 +103,7 @@ namespace osu.Game.Graphics.Backgrounds private void load(IRenderer renderer, ShaderManager shaders) { texture = renderer.WhitePixel; - shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); + shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE); } protected override void LoadComplete() diff --git a/osu.Game/Graphics/Sprites/LogoAnimation.cs b/osu.Game/Graphics/Sprites/LogoAnimation.cs index 7debdc7a37..5233a3d67f 100644 --- a/osu.Game/Graphics/Sprites/LogoAnimation.cs +++ b/osu.Game/Graphics/Sprites/LogoAnimation.cs @@ -17,7 +17,6 @@ namespace osu.Game.Graphics.Sprites private void load(ShaderManager shaders) { TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); - RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); // Masking isn't supported for now } private float animationProgress; diff --git a/osu.Game/Screens/Loader.cs b/osu.Game/Screens/Loader.cs index afba00274c..ac22fdce71 100644 --- a/osu.Game/Screens/Loader.cs +++ b/osu.Game/Screens/Loader.cs @@ -125,13 +125,11 @@ namespace osu.Game.Screens [BackgroundDependencyLoader] private void load(ShaderManager manager) { - loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED)); - loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR)); loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE)); + loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR)); loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE)); - loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED)); loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE)); } diff --git a/osu.Game/Screens/Menu/LogoVisualisation.cs b/osu.Game/Screens/Menu/LogoVisualisation.cs index c7bda4d8f8..4a20d7cb2b 100644 --- a/osu.Game/Screens/Menu/LogoVisualisation.cs +++ b/osu.Game/Screens/Menu/LogoVisualisation.cs @@ -89,7 +89,7 @@ namespace osu.Game.Screens.Menu private void load(IRenderer renderer, ShaderManager shaders) { texture = renderer.WhitePixel; - shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); + shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE); } private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];