Fix LOS effect on linux. Not sure why the parameter names are different in the OpenGL shader but this seems to work ¯\_(ツ)_/¯
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@@ -82,7 +82,7 @@ namespace Barotrauma.Lights
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#if WINDOWS
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#if WINDOWS
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LosEffect = content.Load<Effect>("losshader");
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LosEffect = content.Load<Effect>("losshader");
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#else
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#else
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losEffect = content.Load<Effect>("losshader_opengl");
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LosEffect = content.Load<Effect>("losshader_opengl");
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#endif
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#endif
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if (lightEffect == null)
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if (lightEffect == null)
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@@ -237,8 +237,14 @@ namespace Barotrauma
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if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
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if (GameMain.LightManager.LosEnabled && Character.Controlled!=null)
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{
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{
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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#if LINUX
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GameMain.LightManager.LosEffect.Parameters["TextureSampler+xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["LosSampler+xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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#else
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GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.losTexture);
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#endif
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//convert the los color to HLS and make sure the luminance of the color is always the same regardless
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//convert the los color to HLS and make sure the luminance of the color is always the same regardless
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//of the ambient light color and the luminance of the damage overlight color
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//of the ambient light color and the luminance of the damage overlight color
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