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osu.Game.Resources/Samples/Multiplayer/Matchmaking/enqueue.wav
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osu.Game.Resources/Samples/Multiplayer/Matchmaking/round-up.wav
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osu.Game.Resources/Shaders/sh_LegacyComboFire.fs
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#ifndef LEGACY_COMBO_FIRE_FS
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#define LEGACY_COMBO_FIRE_FS
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#include "sh_TextureWrapping.h"
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layout(location = 0) in highp vec2 v_TexCoord;
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layout(location = 1) in lowp vec4 v_Colour;
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layout(std140, set = 0, binding = 0) uniform m_FireParameters
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{
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highp float g_Time;
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highp float g_AlphaFactor;
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highp float g_OrangeToBlueLerp;
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highp vec4 g_OrangeTexRect;
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highp vec4 g_BlueTexRect;
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highp vec4 g_EffectsTexRect;
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};
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layout(set = 1, binding = 0) uniform lowp texture2D m_OrangeTexture;
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layout(set = 1, binding = 1) uniform lowp sampler m_OrangeSampler;
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layout(set = 2, binding = 0) uniform lowp texture2D m_BlueTexture;
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layout(set = 2, binding = 1) uniform lowp sampler m_BlueSampler;
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layout(set = 3, binding = 0) uniform lowp texture2D m_EffectsTexture;
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layout(set = 3, binding = 1) uniform lowp sampler m_EffectsSampler;
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layout(location = 0) out vec4 o_Colour;
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const highp float noiseHeightScale = 0.44;
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const highp float noiseHeightOffset = -3.8;
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const highp vec3 noiseSpeeds = vec3(0.69, 0.52, 0.75);
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const highp vec3 noiseWeights = vec3(0.12, 0.09, 0.07);
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const int WRAP_CLAMP_TO_EDGE = 1;
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const int WRAP_REPEAT = 3;
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lowp vec4 wrappedTexture(lowp texture2D t, lowp sampler s, highp vec2 pos, highp vec4 texRect, int wrapMode)
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{
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pos = vec2
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(
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wrap(pos.x, wrapMode, 0, 1),
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wrap(pos.y, wrapMode, 0, 1)
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);
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return texture(sampler2D(t, s), pos * (texRect.zw - texRect.xy) + texRect.xy, -0.9);
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}
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void main(void)
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{
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// Take 3 samples of the noise texture (red channel of effects)
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highp vec3 noiseCoordYs = noiseSpeeds * g_Time + v_TexCoord.y;
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lowp vec3 noiseSamples = vec3
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(
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wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.x), g_EffectsTexRect, WRAP_REPEAT).r,
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wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.y), g_EffectsTexRect, WRAP_REPEAT).r,
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wrappedTexture(m_EffectsTexture, m_EffectsSampler, vec2(v_TexCoord.x, noiseCoordYs.z), g_EffectsTexRect, WRAP_REPEAT).r
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);
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// Weighted sum of the noise samples, each rescaled to [-1, 1]
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lowp float noiseSum = dot(noiseSamples * 2 - 1, noiseWeights);
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// Apply noise to texture coordinate
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lowp vec2 adjustedCoord = v_TexCoord + vec2(noiseSum) * (v_TexCoord.y * noiseHeightScale + noiseHeightOffset);
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// Take samples of orange and blue with the adjusted coordinate
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lowp vec4 orange = wrappedTexture(m_OrangeTexture, m_OrangeSampler, adjustedCoord, g_OrangeTexRect, WRAP_CLAMP_TO_EDGE);
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// Change from osu!stable: Mask away top-right corner. The opacity tricks
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// below leave some artifacts of the orange fire in that corner. The smooth
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// step helps blend the orange to blue fire transition better.
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orange.a *= smoothstep(-0.1, 0.1, -v_TexCoord.x + v_TexCoord.y);
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lowp vec4 blue = wrappedTexture(m_BlueTexture, m_BlueSampler, adjustedCoord, g_BlueTexRect, WRAP_CLAMP_TO_EDGE);
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// Mix orange and blue together
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lowp vec4 base = mix(orange, blue, g_OrangeToBlueLerp);
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// Take sample of the "opacity" texture (green and blue channel of
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// effects) with the adjusted coordinate. Despite what it was named, the
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// texture also includes a subtle greyscale component.
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lowp vec4 opacity = wrappedTexture(m_EffectsTexture, m_EffectsSampler, adjustedCoord, g_EffectsTexRect, WRAP_CLAMP_TO_EDGE).gggb;
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// Adjust alpha using the base green channel and the alpha factor
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opacity.a *= clamp((base.g * 0.5 - 0.5 + g_AlphaFactor) / 0.1, 0, 1);
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o_Colour = base * opacity * v_Colour;
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}
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#endif
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osu.Game.Resources/Textures/Gameplay/LegacyComboFire/blue.png
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osu.Game.Resources/Textures/Gameplay/LegacyComboFire/effects.png
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osu.Game.Resources/Textures/Gameplay/LegacyComboFire/orange.png
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osu.Game.Resources/Textures/Icons/EditCircle.png
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osu.Game.Resources/Textures/Icons/LeftCircle.png
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osu.Game.Resources/Textures/Icons/Logo.png
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osu.Game.Resources/Textures/Icons/RightCircle.png
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osu.Game.Resources/Textures/Icons/RulesetCatch.png
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osu.Game.Resources/Textures/Icons/RulesetMania.png
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osu.Game.Resources/Textures/Icons/RulesetOsu.png
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osu.Game.Resources/Textures/Icons/RulesetTaiko.png
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osu.Game.Resources/Textures/Intro/Circles/menu-background-1.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-2.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-3.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-4.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-5.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-6.jpg
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osu.Game.Resources/Textures/Intro/Circles/menu-background-7.jpg
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