Unstable v0.1300.0.2
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@@ -24,6 +24,7 @@ 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 GameScreen(GraphicsDevice graphics, ContentManager content)
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{
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@@ -41,11 +42,13 @@ namespace Barotrauma
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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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#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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#endif
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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@@ -362,6 +365,17 @@ namespace Barotrauma
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GameMain.LightManager.LosEffect.CurrentTechnique.Passes[0].Apply();
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Quad.Render();
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}
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float grainStrength = Character.Controlled?.GrainStrength ?? 0;
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if (grainStrength > 0)
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{
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Rectangle screenRect = new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, effect: GrainEffect);
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GUI.DrawRectangle(spriteBatch, screenRect, Color.White * grainStrength, isFilled: true);
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GrainEffect.Parameters["seed"].SetValue(Rand.Range(0f, 1f, Rand.RandSync.Unsynced));
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spriteBatch.End();
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}
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graphics.SetRenderTarget(null);
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float BlurStrength = 0.0f;
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