Make content use SWSL shaders.
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@@ -131,7 +131,12 @@ namespace Content.Client.GameObjects
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{
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if (_currentEffect != ScreenEffects.None)
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{
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_overlayManager.AddOverlay(EffectsDictionary[_currentEffect]);
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var overlay = EffectsDictionary[_currentEffect];
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if (_overlayManager.HasOverlay(overlay.ID))
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{
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return;
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}
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_overlayManager.AddOverlay(overlay);
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}
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}
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@@ -1,9 +1,9 @@
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- type: shader
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id: circlemask
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kind: source
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path: "/Shaders/circlemask.gdsl"
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path: "/Shaders/circlemask.swsl"
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- type: shader
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id: gradientcirclemask
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kind: source
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path: "/Shaders/gradientcirclemask.gdsl"
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path: "/Shaders/gradientcirclemask.swsl"
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@@ -1,5 +1,3 @@
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shader_type canvas_item;
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float circle(in vec2 _st, in float _radius){
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vec2 dist = _st-vec2(0.5);
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return smoothstep(_radius-(_radius*0.01),
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@@ -10,7 +8,6 @@ float circle(in vec2 _st, in float _radius){
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void fragment(){
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vec2 st = FRAGCOORD.xy*SCREEN_PIXEL_SIZE.xy;
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COLOR = texture(TEXTURE, UV);
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COLOR.rgb = vec3(0);
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COLOR.a = circle(st,0.05);
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}
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@@ -1,4 +1,3 @@
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shader_type canvas_item;
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uniform float percentagedistanceshow = 0.1;
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uniform float gradientfalloffwidth = 0.2;
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@@ -7,4 +7,5 @@
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<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=RSI/@EntryIndexedValue">RSI</s:String>
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<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=UI/@EntryIndexedValue">UI</s:String>
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<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=UV/@EntryIndexedValue">UV</s:String>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Noto/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Noto/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=swsl/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
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