Upgraded to MonoGame v0.3.4: rebuilt shaders, removed the old content project, added a default config file
This commit is contained in:
@@ -1,4 +1,5 @@
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#----------------------------- Global Properties ----------------------------#
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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@@ -11,3 +12,28 @@
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#---------------------------------- Content ---------------------------------#
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#begin LargeFont.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:TextureFormat=Color
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/build:LargeFont.spritefont
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#begin SmallFont.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:TextureFormat=Color
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/build:SmallFont.spritefont
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#begin SpriteFont1.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:TextureFormat=Color
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/build:SpriteFont1.spritefont
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#begin watershader.fx
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/importer:EffectImporter
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/processor:EffectProcessor
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/processorParam:DebugMode=Auto
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/build:watershader.fx
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@@ -0,0 +1,42 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<FontName>Verdana</FontName>
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<Size>16</Size>
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<Spacing>0</Spacing>
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<UseKerning>true</UseKerning>
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<Style>Bold</Style>
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<DefaultCharacter>_</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>Ұ</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>À</Start>
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<End>ə</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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@@ -0,0 +1,42 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<FontName>Verdana</FontName>
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<Size>7</Size>
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<Spacing>0</Spacing>
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<UseKerning>true</UseKerning>
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<Style>Regular</Style>
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<DefaultCharacter>_</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>Ұ</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>À</Start>
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<End>ə</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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@@ -41,7 +41,7 @@ with.
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<DefaultCharacter>_</DefaultCharacter>
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<!--
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CharacterRegions control what letters are available in the font. Every
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@@ -53,8 +53,13 @@ with.
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>Ÿ</End>
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<End>Ұ</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>À</Start>
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<End>ə</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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float xBlurDistance;
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Texture xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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Texture xLosTexture;
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sampler LosSampler = sampler_state { Texture = <xLosTexture>; };
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Texture xWaterBumpMap;
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sampler WaterBumpSampler =
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sampler_state
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{
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Texture = <xWaterBumpMap>;
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MagFilter = LINEAR;
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MinFilter = LINEAR;
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MipFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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};
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float xWaveWidth;
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float xWaveHeight;
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float2 xWavePos;
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float2 xBumpPos;
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float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 bumpColor = tex2D(WaterBumpSampler, texCoord+xWavePos+xBumpPos);
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bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord-xWavePos*2.0f+xBumpPos))/2.0f;
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float2 samplePos = texCoord;
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samplePos.x+=(bumpColor.r-0.5f)*xWaveWidth;
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samplePos.y+=(bumpColor.g-0.5f)*xWaveHeight;
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float4 sample;
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sample = tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y+xBlurDistance));
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sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y-xBlurDistance));
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sample += tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y-xBlurDistance));
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sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y+xBlurDistance));
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sample = sample / 4;
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return sample;
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}
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float4 main2(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 losColor = tex2D(LosSampler, texCoord);
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float4 outColor = float4(losColor.x, losColor.y, losColor.z, color.w);
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return outColor;
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}
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technique WaterShader
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 main();
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}
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}
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technique LosShader
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 main2();
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}
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}
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