Merged linux changes, water effect using a BasicEffect and a simpler pixel shader, multi-colored wires
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@@ -208,7 +208,7 @@ namespace Subsurface
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
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spriteBatch.End();
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BlendState blend = new BlendState();
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@@ -246,10 +246,10 @@ namespace Subsurface
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//2. pass the renderTarget to the water shader to do the water effect
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//----------------------------------------------------------------------------------------
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Hull.renderer.RenderBack(graphics, renderTargetWater, Cam.ShaderTransform);
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Hull.renderer.RenderBack(spriteBatch, renderTargetWater, Cam.ShaderTransform);
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Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
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Hull.renderer.positionInBuffer = 0;
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Hull.renderer.PositionInBuffer = 0;
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foreach (Hull hull in Hull.hullList)
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{
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hull.Render(graphics, cam);
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