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Moved some code from Graphics.cpp to the new submodule GameRender.cpp
Minor edits to MetaruleExtender.cpp and notes.txt.
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@@ -36,7 +36,7 @@ int w;
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int h;
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// the pixel size is computed as: 1.0f / resolution
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float2 rcpRes;
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float2 rcpres;
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// system ticks (received from sfall)
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//int tickcount;
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@@ -65,7 +65,7 @@ float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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float3 sumColor = (tex2D(s0, uv).rgb);
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float brightness = Brightness(sumColor);
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delta *= rcpRes;
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delta *= rcpres;
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float totalWeight = 1;
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float2 pointUV = uv + delta;
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@@ -77,8 +77,8 @@ float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
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return float4((sumColor / totalWeight), 1);
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}
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static const float2 wDelta = float2(1, 0) * rcpRes;
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static const float2 hDelta = float2(0, 1) * rcpRes;
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static const float2 wDelta = float2(1, 0) * rcpres;
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static const float2 hDelta = float2(0, 1) * rcpres;
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float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
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{
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@@ -171,8 +171,8 @@ static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
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static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
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// pixel "width"
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static const float px = rcpRes.x;
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static const float py = rcpRes.y;
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static const float px = rcpres.x;
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static const float py = rcpres.y;
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// for the blur filter
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#define mean 1.0
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