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AlphaCircle shader added to GameloopExamples.cs
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Examples/GameloopExamples.cs

Lines changed: 15 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -96,6 +96,7 @@ public class GameloopExamples : Game
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private readonly uint darknessID = ShapeID.NextID;
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private readonly uint chromaticAberrationID = ShapeID.NextID;
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private readonly uint blurID = ShapeID.NextID;
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private readonly uint alphaCircleID = ShapeID.NextID;
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private uint currentShaderID;
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public ShapeGamepadDevice? CurGamepad = null;
@@ -315,9 +316,15 @@ protected override void LoadContent()
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ShapeShader blurShader = new(blur, blurID, false, 6);
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ShapeShader.SetValueFloat(blurShader.Shader, "renderWidth", Window.CurScreenSize.Width);
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ShapeShader.SetValueFloat(blurShader.Shader, "renderHeight", Window.CurScreenSize.Height);
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// ScreenShaders.Add(blurShader);
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shapeShaders.Add(blurShader);
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var alphaCircle = ContentLoader.LoadFragmentShader("Resources/Shaders/AlphaCircle.frag");
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ShapeShader alphaCircleShader = new(alphaCircle, alphaCircleID, false, 7);
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ShapeShader.SetValueVector2(alphaCircleShader.Shader, "origin", new Vector2(0f, 0f));
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ShapeShader.SetValueFloat(alphaCircleShader.Shader, "minDis", 0.25f);
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ShapeShader.SetValueFloat(alphaCircleShader.Shader, "maxDis", 1f);
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shapeShaders.Add(alphaCircleShader);
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var chromaticAberration = ContentLoader.LoadFragmentShader("Resources/Shaders/ChromaticAberrationShader.frag");
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ShapeShader chromaticAberrationShader = new(chromaticAberration, chromaticAberrationID, false, 7);
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ScreenShaders.Add(chromaticAberrationShader);
@@ -526,6 +533,13 @@ protected override void Update(GameTime time, ScreenInfo game, ScreenInfo gameUi
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ShapeShader.SetValueVector2(darknessShader.Shader, "origin", game.RelativeMousePosition);
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}
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// var alphaCircleShader = ScreenShaders.Get(alphaCircleID);
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// if (alphaCircleShader != null && alphaCircleShader.Enabled)
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// {
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// ShapeShader.SetValueVector2(alphaCircleShader.Shader, "origin", Camera.BaseTransform.Position);
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// }
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var overdrawShader = ScreenShaders.Get(overdrawID);
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if (overdrawShader != null && overdrawShader.Enabled)
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{

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