mirror of
https://github.com/ApfelTeeSaft/Slender.git
synced 2026-08-27 19:22:22 +00:00
248 lines
5.2 KiB
C#
248 lines
5.2 KiB
C#
using System;
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using UnityEngine;
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[Serializable]
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[ExecuteInEditMode]
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[RequireComponent(typeof(Camera))]
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public class PostEffectsBase : MonoBehaviour
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{
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protected bool supportHDRTextures;
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protected bool isSupported;
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public PostEffectsBase()
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{
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supportHDRTextures = true;
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isSupported = true;
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}
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public virtual Material CheckShaderAndCreateMaterial(Shader s, Material m2Create)
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{
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object result;
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if (!s)
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{
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Debug.Log("Missing shader in " + ToString());
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enabled = false;
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result = null;
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}
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else if (s.isSupported && (bool)m2Create && m2Create.shader == s)
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{
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result = m2Create;
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}
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else if (!s.isSupported)
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{
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NotSupported();
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Debug.LogError("The shader " + s.ToString() + " on effect " + ToString() + " is not supported on this platform!");
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result = null;
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}
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else
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{
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m2Create = new Material(s);
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m2Create.hideFlags = HideFlags.DontSave;
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result = ((!m2Create) ? null : m2Create);
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}
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return (Material)result;
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}
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public virtual Material CreateMaterial(Shader s, Material m2Create)
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{
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object result;
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if (!s)
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{
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Debug.Log("Missing shader in " + ToString());
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result = null;
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}
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else if ((bool)m2Create && m2Create.shader == s && s.isSupported)
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{
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result = m2Create;
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}
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else if (!s.isSupported)
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{
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result = null;
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}
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else
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{
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m2Create = new Material(s);
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m2Create.hideFlags = HideFlags.DontSave;
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result = ((!m2Create) ? null : m2Create);
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}
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return (Material)result;
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}
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public virtual void OnEnable()
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{
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isSupported = true;
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}
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public virtual bool CheckSupport()
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{
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return CheckSupport(false);
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}
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public virtual bool CheckResources()
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{
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Debug.LogWarning("CheckResources () for " + ToString() + " should be overwritten.");
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return isSupported;
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}
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public virtual void Start()
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{
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CheckResources();
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}
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public virtual bool CheckSupport(bool needDepth)
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{
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isSupported = true;
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supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf);
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int result;
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if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures)
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{
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NotSupported();
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result = 0;
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}
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else if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth))
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{
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NotSupported();
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result = 0;
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}
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else
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{
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if (needDepth)
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{
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GetComponent<Camera>().depthTextureMode |= DepthTextureMode.Depth;
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}
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result = 1;
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}
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return (byte)result != 0;
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}
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public virtual bool CheckSupport(bool needDepth, bool needHdr)
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{
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int result;
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if (!CheckSupport(needDepth))
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{
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result = 0;
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}
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else if (needHdr && !supportHDRTextures)
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{
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NotSupported();
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result = 0;
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}
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else
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{
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result = 1;
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}
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return (byte)result != 0;
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}
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public virtual void ReportAutoDisable()
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{
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Debug.LogWarning("The image effect " + ToString() + " has been disabled as it's not supported on the current platform.");
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}
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public virtual bool CheckShader(Shader s)
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{
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Debug.Log("The shader " + s.ToString() + " on effect " + ToString() + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package.");
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int result;
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if (!s.isSupported)
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{
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NotSupported();
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result = 0;
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}
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else
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{
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result = 0;
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}
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return (byte)result != 0;
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}
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public virtual void NotSupported()
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{
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enabled = false;
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isSupported = false;
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}
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public virtual void DrawBorder(RenderTexture dest, Material material)
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{
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float num = default(float);
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float num2 = default(float);
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float num3 = default(float);
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float num4 = default(float);
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RenderTexture.active = dest;
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bool flag = true;
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GL.PushMatrix();
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GL.LoadOrtho();
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for (int i = 0; i < material.passCount; i++)
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{
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material.SetPass(i);
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float num5 = default(float);
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float num6 = default(float);
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if (flag)
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{
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num5 = 1f;
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num6 = 0f;
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}
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else
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{
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num5 = 0f;
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num6 = 1f;
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}
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num = 0f;
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num2 = 0f + 1f / ((float)dest.width * 1f);
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num3 = 0f;
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num4 = 1f;
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GL.Begin(7);
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GL.TexCoord2(0f, num5);
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GL.Vertex3(num, num3, 0.1f);
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GL.TexCoord2(1f, num5);
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GL.Vertex3(num2, num3, 0.1f);
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GL.TexCoord2(1f, num6);
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GL.Vertex3(num2, num4, 0.1f);
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GL.TexCoord2(0f, num6);
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GL.Vertex3(num, num4, 0.1f);
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num = 1f - 1f / ((float)dest.width * 1f);
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num2 = 1f;
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num3 = 0f;
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num4 = 1f;
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GL.TexCoord2(0f, num5);
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GL.Vertex3(num, num3, 0.1f);
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GL.TexCoord2(1f, num5);
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GL.Vertex3(num2, num3, 0.1f);
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GL.TexCoord2(1f, num6);
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GL.Vertex3(num2, num4, 0.1f);
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GL.TexCoord2(0f, num6);
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GL.Vertex3(num, num4, 0.1f);
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num = 0f;
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num2 = 1f;
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num3 = 0f;
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num4 = 0f + 1f / ((float)dest.height * 1f);
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GL.TexCoord2(0f, num5);
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GL.Vertex3(num, num3, 0.1f);
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GL.TexCoord2(1f, num5);
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GL.Vertex3(num2, num3, 0.1f);
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GL.TexCoord2(1f, num6);
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GL.Vertex3(num2, num4, 0.1f);
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GL.TexCoord2(0f, num6);
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GL.Vertex3(num, num4, 0.1f);
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num = 0f;
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num2 = 1f;
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num3 = 1f - 1f / ((float)dest.height * 1f);
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num4 = 1f;
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GL.TexCoord2(0f, num5);
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GL.Vertex3(num, num3, 0.1f);
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GL.TexCoord2(1f, num5);
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GL.Vertex3(num2, num3, 0.1f);
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GL.TexCoord2(1f, num6);
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GL.Vertex3(num2, num4, 0.1f);
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GL.TexCoord2(0f, num6);
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GL.Vertex3(num, num4, 0.1f);
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GL.End();
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}
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GL.PopMatrix();
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}
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public virtual void Main()
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{
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}
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}
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