Non-WinForms launcher with auto updater
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@@ -31,10 +31,10 @@ namespace Subsurface
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waterEffect = new Effect(graphicsDevice, bytecode);
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waterTexture = Game1.TextureLoader.FromFile("Content/waterbump.jpg");
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waterEffect.Parameters["xWaveWidth"].SetValue(0.1f);
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waterEffect.Parameters["xWaveHeight"].SetValue(0.1f);
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waterEffect.Parameters["xBlurDistance"].SetValue(0.0007f);
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waterTexture = TextureLoader.FromFile("Content/waterbump.png");
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waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
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waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
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if (basicEffect==null)
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{
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@@ -45,13 +45,14 @@ namespace Subsurface
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}
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}
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public void RenderBack (SpriteBatch spriteBatch, RenderTarget2D texture, Matrix transform)
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public void RenderBack (SpriteBatch spriteBatch, RenderTarget2D texture, float blurAmount = 0.0007f)
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{
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearWrap);
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waterEffect.CurrentTechnique = waterEffect.Techniques["WaterShader"];
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waterEffect.Parameters["xTexture"].SetValue(texture);
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waterEffect.Parameters["xWavePos"].SetValue(wavePos);
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waterEffect.Parameters["xWavePos"].SetValue(wavePos);
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waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
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waterEffect.CurrentTechnique.Passes[0].Apply();
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wavePos.X += 0.0001f;
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