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#----------------------------- Global Properties ----------------------------# | ||
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/outputDir:bin/$(Platform) | ||
/intermediateDir:obj/$(Platform) | ||
/platform:Windows | ||
/config: | ||
/profile:Reach | ||
/compress:False | ||
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#-------------------------------- References --------------------------------# | ||
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#---------------------------------- Content ---------------------------------# | ||
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#begin blurshader.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:blurshader.fx | ||
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#begin damageshader.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:damageshader.fx | ||
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#begin deformshader.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:deformshader.fx | ||
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#begin losshader.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:losshader.fx | ||
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#begin postprocess.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:postprocess.fx | ||
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#begin watershader.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:watershader.fx | ||
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#begin solidcolor.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:solidcolor.fx | ||
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#----------------------------- Global Properties ----------------------------# | ||
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/outputDir:bin/$(Platform) | ||
/intermediateDir:obj/$(Platform) | ||
/platform:DesktopGL | ||
/config: | ||
/profile:Reach | ||
/compress:False | ||
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#-------------------------------- References --------------------------------# | ||
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#---------------------------------- Content ---------------------------------# | ||
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#begin blurshader_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:blurshader_opengl.fx | ||
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#begin Content_opengl.mgcb | ||
/importer: | ||
/processor: | ||
/build:Content_opengl.mgcb | ||
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#begin damageshader_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:damageshader_opengl.fx | ||
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#begin deformshader_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:deformshader_opengl.fx | ||
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#begin losshader_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:losshader_opengl.fx | ||
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#begin postprocess_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:postprocess_opengl.fx | ||
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#begin solidcolor_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:solidcolor_opengl.fx | ||
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#begin watershader_opengl.fx | ||
/importer:EffectImporter | ||
/processor:EffectProcessor | ||
/processorParam:DebugMode=Auto | ||
/build:watershader_opengl.fx | ||
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Texture2D xTexture; | ||
sampler TextureSampler = sampler_state { Texture = <xTexture>; }; | ||
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float blurDistance; | ||
float4 color; | ||
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float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 | ||
{ | ||
float a = tex2D(TextureSampler, texCoord).a; | ||
return color * a; | ||
} | ||
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float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 | ||
{ | ||
float sample; | ||
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a; | ||
sample = sample * 0.25f; | ||
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return color * sample; | ||
} | ||
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technique SolidColor | ||
{ | ||
pass Pass1 | ||
{ | ||
PixelShader = compile ps_4_0_level_9_1 solidColor(); | ||
} | ||
} | ||
technique SolidColorBlur | ||
{ | ||
pass Pass1 | ||
{ | ||
PixelShader = compile ps_4_0_level_9_1 solidColorBlur(); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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Texture xTexture; | ||
sampler TextureSampler = sampler_state { Texture = <xTexture>; }; | ||
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float blurDistance; | ||
float4 color; | ||
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float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 | ||
{ | ||
float a = tex2D(TextureSampler, texCoord).a; | ||
return color * a; | ||
} | ||
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float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 | ||
{ | ||
float sample; | ||
sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a; | ||
sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a; | ||
sample = sample * 0.25f; | ||
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return color * sample; | ||
} | ||
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technique SolidColor | ||
{ | ||
pass Pass1 | ||
{ | ||
PixelShader = compile ps_3_0 solidColor(); | ||
} | ||
} | ||
technique SolidColorBlur | ||
{ | ||
pass Pass1 | ||
{ | ||
PixelShader = compile ps_3_0 solidColorBlur(); | ||
} | ||
} |
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