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Target rounded fragment shader
Compatibility with osu-framework change https://github.com/ppy/osu-framework/pull/5512
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@ -49,7 +49,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
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private const float max_rotation = 0.25f;
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private const float max_rotation = 0.25f;
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public IShader? TextureShader { get; private set; }
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public IShader? TextureShader { get; private set; }
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public IShader? RoundedTextureShader { get; private set; }
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protected Texture? Texture { get; set; }
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protected Texture? Texture { get; set; }
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@ -69,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders)
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private void load(ShaderManager shaders)
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{
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{
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RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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}
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}
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@ -103,7 +103,7 @@ namespace osu.Game.Graphics.Backgrounds
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private void load(IRenderer renderer, ShaderManager shaders)
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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{
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texture = renderer.WhitePixel;
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texture = renderer.WhitePixel;
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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);
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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@ -17,7 +17,6 @@ namespace osu.Game.Graphics.Sprites
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private void load(ShaderManager shaders)
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private void load(ShaderManager shaders)
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{
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{
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
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TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
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RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); // Masking isn't supported for now
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}
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}
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private float animationProgress;
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private float animationProgress;
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@ -125,13 +125,11 @@ namespace osu.Game.Screens
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ShaderManager manager)
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private void load(ShaderManager manager)
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{
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{
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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}
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}
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@ -89,7 +89,7 @@ namespace osu.Game.Screens.Menu
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private void load(IRenderer renderer, ShaderManager shaders)
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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{
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texture = renderer.WhitePixel;
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texture = renderer.WhitePixel;
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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);
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}
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}
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private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
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private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];
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