content system now has done check; cleaned assets;
This commit is contained in:
parent
e45d998c3a
commit
71600738d4
@ -631,41 +631,6 @@
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/processorParam:Quality=Best
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/build:sfx/pop_open.ogg
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#begin shaders/basic.vsh
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/importer:
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/processor:
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/build:shaders/basic.vsh
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#begin shaders/bright_filter.fsh
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/importer:
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/processor:
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/build:shaders/bright_filter.fsh
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#begin shaders/chrome_abb.fsh
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/importer:
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/processor:
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/build:shaders/chrome_abb.fsh
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#begin shaders/combine.fsh
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/importer:
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/processor:
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/build:shaders/combine.fsh
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#begin shaders/gaussian_blur.fsh
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/importer:
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/processor:
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/build:shaders/gaussian_blur.fsh
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#begin shaders/mesh.fsh
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/importer:
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/processor:
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/build:shaders/mesh.fsh
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#begin shaders/mesh.vsh
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/importer:
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/processor:
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/build:shaders/mesh.vsh
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#begin defaultCover.png
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/importer:TextureImporter
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/processor:TextureProcessor
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@ -690,23 +655,18 @@
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/processorParam:TextureFormat=Color
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/build:splash_texture.png
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#begin fonts/darktech_ldr.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:fonts/darktech_ldr.spritefont
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#begin fonts/darktech_ldr.ttf
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/importer:
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/processor:
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/build:fonts/darktech_ldr.ttf
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#begin fonts/gasalt_regular.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:fonts/gasalt_regular.spritefont
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#begin fonts/gasalt_regular.ttf
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/importer:
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/processor:
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/build:fonts/gasalt_regular.ttf
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#begin fonts/iron_maiden.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:fonts/iron_maiden.fx
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#begin fonts/iron_maiden.ttf
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/importer:
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/processor:
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/build:fonts/iron_maiden.ttf
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@ -1,60 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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@ -1,46 +0,0 @@
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#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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matrix WorldViewProjection;
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struct VertexShaderInput
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{
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float4 Position : POSITION0;
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float4 Color : COLOR0;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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};
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VertexShaderOutput MainVS(in VertexShaderInput input)
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{
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VertexShaderOutput output = (VertexShaderOutput)0;
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output.Position = mul(input.Position, WorldViewProjection);
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output.Color = input.Color;
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return output;
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}
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float4 MainPS(VertexShaderOutput input) : COLOR
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{
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return input.Color;
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}
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technique BasicColorDrawing
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{
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pass P0
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{
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VertexShader = compile VS_SHADERMODEL MainVS();
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PixelShader = compile PS_SHADERMODEL MainPS();
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}
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};
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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void main() {
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vec4 color = texture(u_texture, vTexCoord);
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float brightness = (color.r*0.2126) + (color.g*0.7152) + (color.b * 0.0722);
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if (brightness > 0.6) {
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gl_FragColor = color *0.75;
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} else {
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gl_FragColor = vec4(0.0);
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}
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}
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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varying LOWP vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture1;
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void main() {
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vec4 origColor = texture2D(u_texture, vTexCoord);
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vec4 blurredColor = texture2D(u_texture1, vTexCoord);
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vec4 result;
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result = origColor + blurredColor;
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result.a = vColor.a;
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result.rgb *= vColor.rgb;
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gl_FragColor = result;
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}
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varying vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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uniform vec2 resolution;
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uniform float radius;
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uniform int pass;
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void main() {
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//this will be our RGBA sum
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vec4 sum = vec4(0.0);
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//our original texcoord for this fragment
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vec2 tc = vTexCoord;
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//the amount to blur, i.e. how far off center to sample from
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//1.0 -> blur by one pixel
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//2.0 -> blur by two pixels, etc.
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float blur = radius/resolution.y;
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//the direction of our blur
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//(1.0, 0.0) -> x-axis blur
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//(0.0, 1.0) -> y-axis blur
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float hstep = 1.0;
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float vstep = 0.0;
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if (pass == 1) {
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hstep = 0.0;
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vstep = 1.0;
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}
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sum += texture2D(u_texture, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.014374;
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sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.035855;
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sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.072994;
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sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.121281;
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sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.164472;
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sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.164472;
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sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.121281;
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sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.072994;
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sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.035855;
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sum += texture2D(u_texture, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.014374;
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gl_FragColor = sum;
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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//input from vertex shader
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varying vec4 vColor;
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void main() {
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gl_FragColor = vColor;
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}
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attribute vec2 a_position;
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attribute vec4 a_color;
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//our camera matrix
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uniform mat4 u_projTrans;
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//send the color out to the fragment shader
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varying vec4 vColor;
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void main() {
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vColor = a_color;
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gl_Position = u_projTrans * vec4(a_position.xy, 0.0, 1.0);
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}
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@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -10,8 +11,8 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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{
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class ContentSystem
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{
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volatile bool queued;
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Thread thread;
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internal volatile bool loading;
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readonly ContentManager contentManager;
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readonly Queue<ContentLoad> queue;
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Dictionary<string, IDisposable> assets;
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@ -41,6 +42,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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ContentLoad content = queue.Dequeue();
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Load(content.assetName, content.type);
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}
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queued = false;
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}
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}
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@ -54,6 +56,7 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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void Queue(string assetName, Type type)
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{
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queued = true;
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lock (queue)
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{
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if (!assets.ContainsKey(assetName))
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@ -86,5 +89,10 @@ namespace RhythmBullet.Zer01HD.Utilities.ContentSystem
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assets.Remove(asset.Key);
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}
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}
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bool Done()
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{
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return queued;
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}
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}
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}
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