Fixed LOS effect on Windows, fixed SharpDX reference, rebuilt damageshader_opengl
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@@ -43,12 +43,7 @@ namespace Barotrauma
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waterEffect.Parameters["xWaveWidth"].SetValue(0.05f);
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waterEffect.Parameters["xWaveHeight"].SetValue(0.05f);
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#if WINDOWS
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//waterEffect.Parameters["xTexture"].SetValue(waterTexture);
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#endif
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#if LINUX
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waterEffect.Parameters["xWaterBumpMap"].SetValue(waterTexture);
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#endif
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if (basicEffect == null)
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{
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@@ -68,13 +63,13 @@ namespace Barotrauma
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waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
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//waterEffect.CurrentTechnique.Passes[0].Apply();
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#if WINDOWS
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//#if WINDOWS
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waterEffect.Parameters["xTexture"].SetValue(texture);
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spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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#elif LINUX
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spriteBatch.Draw(texture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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#endif
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//#elif LINUX
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// spriteBatch.Draw(texture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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//#endif
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spriteBatch.End();
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}
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@@ -1,5 +1,6 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Content;
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using System.Collections.Generic;
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using System.Linq;
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@@ -36,6 +37,11 @@ namespace Barotrauma.Lights
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}
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BasicEffect lightEffect;
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public Effect losEffect
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{
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get; private set;
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}
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private static Texture2D alphaClearTexture;
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@@ -55,7 +61,7 @@ namespace Barotrauma.Lights
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private float ambientLightUpdateTimer;
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public LightManager(GraphicsDevice graphics)
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public LightManager(GraphicsDevice graphics, ContentManager content)
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{
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lights = new List<LightSource>();
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@@ -71,12 +77,18 @@ namespace Barotrauma.Lights
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pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount,
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RenderTargetUsage.DiscardContents);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Alpha8, DepthFormat.None);
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losTexture = new RenderTarget2D(graphics, (int)(GameMain.GraphicsWidth*lightmapScale), (int)(GameMain.GraphicsHeight*lightmapScale), false, SurfaceFormat.Color, DepthFormat.None);
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losSource = new LightSource(Vector2.Zero, GameMain.GraphicsWidth, Color.White, null, false);
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losSource.texture = new Texture2D(graphics, 1, 1);
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losSource.texture.SetData(new Color[] { Color.White });// fill the texture with white
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#if WINDOWS
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losEffect = content.Load<Effect>("losshader");
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#else
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losEffect = content.Load<Effect>("losshader_opengl");
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#endif
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if (lightEffect == null)
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{
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lightEffect = new BasicEffect(GameMain.Instance.GraphicsDevice);
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