Unstable 0.1500.4.0 (Shrek edition)
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@@ -25,6 +25,7 @@ namespace Barotrauma
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public Effect PostProcessEffect { get; private set; }
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public Effect GradientEffect { get; private set; }
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public Effect GrainEffect { get; private set; }
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public Effect ThresholdTintEffect { get; private set; }
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public Effect BlueprintEffect { get; set; }
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public GameScreen(GraphicsDevice graphics, ContentManager content)
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@@ -38,21 +39,20 @@ namespace Barotrauma
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CreateRenderTargets(graphics);
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};
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Effect LoadEffect(string path)
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=> content.Load<Effect>(path
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#if LINUX || OSX
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//var blurEffect = content.Load<Effect>("Effects/blurshader_opengl");
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damageEffect = content.Load<Effect>("Effects/damageshader_opengl");
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PostProcessEffect = content.Load<Effect>("Effects/postprocess_opengl");
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GradientEffect = content.Load<Effect>("Effects/gradientshader_opengl");
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GrainEffect = content.Load<Effect>("Effects/grainshader_opengl");
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BlueprintEffect = content.Load<Effect>("Effects/blueprintshader_opengl");
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#else
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//var blurEffect = content.Load<Effect>("Effects/blurshader");
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damageEffect = content.Load<Effect>("Effects/damageshader");
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PostProcessEffect = content.Load<Effect>("Effects/postprocess");
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GradientEffect = content.Load<Effect>("Effects/gradientshader");
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GrainEffect = content.Load<Effect>("Effects/grainshader");
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BlueprintEffect = content.Load<Effect>("Effects/blueprintshader");
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+"_opengl"
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#endif
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);
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//var blurEffect = LoadEffect("Effects/blurshader");
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damageEffect = LoadEffect("Effects/damageshader");
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PostProcessEffect = LoadEffect("Effects/postprocess");
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GradientEffect = LoadEffect("Effects/gradientshader");
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GrainEffect = LoadEffect("Effects/grainshader");
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ThresholdTintEffect = LoadEffect("Effects/thresholdtint");
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BlueprintEffect = LoadEffect("Effects/blueprintshader");
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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