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Update drawnodes
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@ -210,7 +210,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Vector2 pos = parts[i].Position;
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Vector2 pos = parts[i].Position;
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float localTime = parts[i].Time;
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float localTime = parts[i].Time;
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texture.DrawQuad(
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DrawQuad(
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texture,
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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DrawColourInfo.Colour,
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DrawColourInfo.Colour,
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null,
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null,
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@ -214,7 +214,6 @@ namespace osu.Game.Graphics.Backgrounds
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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shader.Bind();
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shader.Bind();
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texture.TextureGL.Bind();
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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Vector2 localInflationAmount = edge_smoothness * DrawInfo.MatrixInverse.ExtractScale().Xy;
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@ -231,7 +230,8 @@ namespace osu.Game.Graphics.Backgrounds
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ColourInfo colourInfo = DrawColourInfo.Colour;
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ColourInfo colourInfo = DrawColourInfo.Colour;
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colourInfo.ApplyChild(particle.Colour);
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colourInfo.ApplyChild(particle.Colour);
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texture.DrawTriangle(
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DrawTriangle(
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texture,
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triangle,
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triangle,
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colourInfo,
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colourInfo,
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null,
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null,
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@ -179,7 +179,7 @@ namespace osu.Game.Rulesets.Mods
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
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shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
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Texture.WhitePixel.DrawQuad(screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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shader.Unbind();
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shader.Unbind();
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}
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}
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@ -189,7 +189,6 @@ namespace osu.Game.Screens.Menu
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base.Draw(vertexAction);
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base.Draw(vertexAction);
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shader.Bind();
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shader.Bind();
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texture.TextureGL.Bind();
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;
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@ -224,7 +223,8 @@ namespace osu.Game.Screens.Menu
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)
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);
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);
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texture.DrawQuad(
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DrawQuad(
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texture,
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rectangle,
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rectangle,
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colourInfo,
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colourInfo,
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null,
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null,
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