(6eeea9b7c) v0.9.10.0.0
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@@ -75,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
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return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
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}
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float4 solidVertexColorPS(VertexShaderOutput input) : COLOR
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{
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return input.Color * xTexture.Sample(TextureSampler, input.TexCoords).a;
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}
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float4 solidColorPS(VertexShaderOutput input) : COLOR
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{
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return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
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@@ -96,4 +101,13 @@ technique DeformShaderSolidColor
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 solidColorPS();
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}
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}
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technique DeformShaderSolidVertexColor
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 solidVertexColorPS();
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}
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}
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@@ -75,6 +75,11 @@ float4 mainPS(VertexShaderOutput input) : COLOR
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return xTexture.Sample(TextureSampler, input.TexCoords) * input.Color;
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}
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float4 solidVertexColorPS(VertexShaderOutput input) : COLOR
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{
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return input.Color * xTexture.Sample(TextureSampler, input.TexCoords).a;
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}
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float4 solidColorPS(VertexShaderOutput input) : COLOR
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{
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return solidColor * xTexture.Sample(TextureSampler, input.TexCoords).a;
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@@ -96,4 +101,13 @@ technique DeformShaderSolidColor
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VertexShader = compile vs_3_0 mainVS();
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PixelShader = compile ps_3_0 solidColorPS();
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}
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}
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technique DeformShaderSolidVertexColor
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{
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pass Pass1
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{
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VertexShader = compile vs_3_0 mainVS();
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PixelShader = compile ps_3_0 solidVertexColorPS();
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}
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}
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@@ -10,6 +10,12 @@ float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCo
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return color * a;
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}
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float4 solidVertexColor(float4 position : POSITION0, 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 clr * a;
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}
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float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float sample;
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@@ -22,13 +28,20 @@ float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 t
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return color * sample;
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}
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technique SolidColor
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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 SolidVertexColor
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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 solidVertexColor();
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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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@@ -1,4 +1,4 @@
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Texture xTexture;
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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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@@ -10,6 +10,12 @@ float4 solidColor(float4 position : POSITION0, float4 clr : COLOR0, float2 texCo
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return color * a;
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}
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float4 solidVertexColor(float4 position : POSITION0, 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 clr * a;
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}
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float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float sample;
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@@ -22,13 +28,20 @@ float4 solidColorBlur(float4 position : POSITION0, float4 clr : COLOR0, float2 t
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return color * sample;
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}
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technique SolidColor
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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 SolidVertexColor
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{
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pass Pass1
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{
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PixelShader = compile ps_3_0 solidVertexColor();
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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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