f8b0295...0671290
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:Windows
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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#begin blurshader.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:blurshader.fx
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#begin damageshader.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:damageshader.fx
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#begin deformshader.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:deformshader.fx
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#begin losshader.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:losshader.fx
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#begin postprocess.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:postprocess.fx
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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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#begin solidcolor.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:solidcolor.fx
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@@ -0,0 +1,62 @@
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:DesktopGL
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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#begin blurshader_opengl.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:blurshader_opengl.fx
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#begin Content_opengl.mgcb
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/importer:
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/processor:
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/build:Content_opengl.mgcb
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#begin damageshader_opengl.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:damageshader_opengl.fx
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#begin deformshader_opengl.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:deformshader_opengl.fx
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#begin losshader_opengl.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:losshader_opengl.fx
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#begin postprocess_opengl.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:postprocess_opengl.fx
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#begin solidcolor_opengl.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:solidcolor_opengl.fx
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#begin watershader_opengl.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_opengl.fx
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Texture2D xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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float blurDistance;
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float4 color;
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float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float a = tex2D(TextureSampler, texCoord).a;
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return color * a;
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}
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float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float sample;
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sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a;
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sample = sample * 0.25f;
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return color * sample;
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}
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technique SolidColor
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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 solidColor();
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}
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}
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technique SolidColorBlur
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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 solidColorBlur();
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}
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}
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Texture xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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float blurDistance;
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float4 color;
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float4 solidColor(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float a = tex2D(TextureSampler, texCoord).a;
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return color * a;
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}
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float4 solidColorBlur(float4 position : SV_Position, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float sample;
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sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance)).a;
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance)).a;
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sample = sample * 0.25f;
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return color * sample;
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}
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technique SolidColor
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{
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pass Pass1
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{
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PixelShader = compile ps_3_0 solidColor();
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}
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}
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technique SolidColorBlur
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{
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pass Pass1
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{
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PixelShader = compile ps_3_0 solidColorBlur();
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}
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}
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