mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
MMMMMMMMMMMMEEEOW
This commit is contained in:
parent
c2939f22bb
commit
7034843632
25 changed files with 30 additions and 52 deletions
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@ -552,7 +552,6 @@ static void mriBindingExecute(){
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char **argv = 0;
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char **argv = 0;
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char options_argv1[] = "oneshot", options_argv2[] = "-evd", options_argv3[] = "--jit";
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char options_argv1[] = "oneshot", options_argv2[] = "-evd", options_argv3[] = "--jit";
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char* options_argv[] = {options_argv1, options_argv2, options_argv3, NULL};
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char* options_argv[] = {options_argv1, options_argv2, options_argv3, NULL};
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printf("[mriBindingExecute] %s %s %s\n", options_argv1, options_argv2, options_argv3);
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ruby_setup();
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ruby_setup();
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ruby_sysinit(&argc, &argv);
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ruby_sysinit(&argc, &argv);
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rb_enc_set_default_external(rb_enc_from_encoding(rb_utf8_encoding()));
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rb_enc_set_default_external(rb_enc_from_encoding(rb_utf8_encoding()));
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@ -590,7 +589,7 @@ static void mriBindingExecute(){
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}
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}
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static void mriBindingTerminate(){
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static void mriBindingTerminate(){
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printf("[mriBindingTerminate] Terminating binding...\n");
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printf("[mriBindingTerminate] Terminating bindings...\n");
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rb_raise(rb_eSystemExit, " ");
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rb_raise(rb_eSystemExit, " ");
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#ifdef __linux__
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#ifdef __linux__
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wallpaperBindingTerminate();
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wallpaperBindingTerminate();
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@ -404,8 +404,7 @@ static inline VALUE rb_str_catf(VALUE obj, const char *fmt, ...) {
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return rb_str_new2("Finish me! rb_str_catf()"); // TODO
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return rb_str_new2("Finish me! rb_str_catf()"); // TODO
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}
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}
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static inline VALUE rb_file_open_str(VALUE filename, const char *mode) {
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static inline VALUE rb_file_open_str(VALUE filename, const char *mode) {
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return rb_funcall(rb_cFile, rb_intern("open"), 2, filename,
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return rb_funcall(rb_cFile, rb_intern("open"), 2, filename, rb_str_new2(mode));
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rb_str_new2(mode));
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}
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}
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#endif
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#endif
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#endif
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#endif
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@ -338,8 +338,7 @@ RB_METHOD(bitmapClearRect){
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rect = getPrivateDataCheck<Rect>(rectObj, RectType);
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rect = getPrivateDataCheck<Rect>(rectObj, RectType);
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GUARD_EXC( b->clearRect(rect->toIntRect()); );
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GUARD_EXC( b->clearRect(rect->toIntRect()); );
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}
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}else{
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else{
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int x, y, width, height;
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int x, y, width, height;
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rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END);
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rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END);
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@ -21,7 +21,6 @@ PluginUninit _pluginUninit = NULL;
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int lastAnimId = -1;
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int lastAnimId = -1;
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void _attemptLinkSdk() {
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void _attemptLinkSdk() {
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Debug() << "[_attempLinkSdk] Attempting to bind Chroma SDK";
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Debug() << "[_attempLinkSdk] Attempting to bind Chroma SDK";
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#ifdef _WIN32
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#ifdef _WIN32
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@ -35,13 +35,13 @@
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# is upscaled
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# is upscaled
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# (default: disabled)
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# (default: disabled)
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#
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#
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# smoothScaling=false
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smoothScaling=false
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# Sync screen redraws to the monitor refresh rate
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# Sync screen redraws to the monitor refresh rate
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# (default: enabled)
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# (default: enabled)
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#
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#
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# vsync=true
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vsync=true
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# Enforce a static frame rate
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# Enforce a static frame rate
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# (0 = disabled)
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# (0 = disabled)
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@ -131,7 +131,7 @@
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# (emulates windows case insensitivity)
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# (emulates windows case insensitivity)
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# (default: enabled)
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# (default: enabled)
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#
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#
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# pathCache=true
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pathCache=true
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the
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@ -1,3 +1,6 @@
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begin
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begin
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$console = Graphics.fullscreen
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Graphics.frame_rate = 60
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Font.default_size = 20
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print("Oneshot: sunshine TEST xScripts.rxdata\nRuby version: #{RUBY_VERSION}\nSDL version: #{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}")
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print("Oneshot: sunshine TEST xScripts.rxdata\nRuby version: #{RUBY_VERSION}\nSDL version: #{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}")
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end
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end
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@ -3,7 +3,6 @@ uniform lowp float alpha;
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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void main()
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void main(){
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{
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gl_FragColor = vec4(v_color.rgb * alpha, 1);
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gl_FragColor = vec4(v_color.rgb * alpha, 1);
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}
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}
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@ -1,7 +1,6 @@
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uniform lowp vec4 color;
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uniform lowp vec4 color;
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void main()
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void main(){
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{
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gl_FragColor = color;
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gl_FragColor = color;
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}
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}
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@ -6,8 +6,7 @@ varying vec2 v_texCoord;
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const vec3 lumaF = vec3(.299, .587, .114);
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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void main(){
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{
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/* Sample source color */
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/* Sample source color */
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vec4 frag = texture2D(texture, v_texCoord);
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vec4 frag = texture2D(texture, v_texCoord);
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@ -5,8 +5,7 @@ uniform mediump float hueAdjust;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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/* Source: gamedev.stackexchange.com/a/59808/24839 */
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/* Source: gamedev.stackexchange.com/a/59808/24839 */
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vec3 rgb2hsv(vec3 c)
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vec3 rgb2hsv(vec3 c){
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{
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const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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@ -21,15 +20,13 @@ vec3 rgb2hsv(vec3 c)
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x);
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x);
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}
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}
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vec3 hsv2rgb(vec3 c)
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vec3 hsv2rgb(vec3 c){
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{
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const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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}
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void main ()
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void main (){
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{
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vec4 color = texture2D (texture, v_texCoord.xy);
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vec4 color = texture2D (texture, v_texCoord.xy);
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vec3 hsv = rgb2hsv(color.rgb);
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vec3 hsv = rgb2hsv(color.rgb);
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@ -2,7 +2,6 @@
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uniform mat4 projMat;
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uniform mat4 projMat;
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attribute vec2 position;
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attribute vec2 position;
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void main()
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void main(){
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{
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gl_Position = projMat * vec4(position, 0, 1);
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gl_Position = projMat * vec4(position, 0, 1);
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}
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}
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@ -4,8 +4,7 @@ uniform sampler2D obscured;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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vec4 color = texture2D(texture, v_texCoord);
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vec4 color = texture2D(texture, v_texCoord);
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color.a *= texture2D(obscured, v_texCoord).r;
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color.a *= texture2D(obscured, v_texCoord).r;
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gl_FragColor = color;
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gl_FragColor = color;
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@ -11,8 +11,7 @@ varying vec2 v_texCoord;
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const vec3 lumaF = vec3(.299, .587, .114);
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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void main(){
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{
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/* Sample source color */
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/* Sample source color */
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vec4 frag = texture2D(texture, v_texCoord);
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vec4 frag = texture2D(texture, v_texCoord);
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@ -3,7 +3,6 @@ uniform sampler2D texture;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor = texture2D(texture, v_texCoord);
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}
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}
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@ -9,8 +9,7 @@ attribute vec2 texCoord;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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gl_Position = projMat * vec4(position + translation, 0, 1);
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gl_Position = projMat * vec4(position + translation, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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v_texCoord = texCoord * texSizeInv;
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@ -4,8 +4,7 @@ uniform sampler2D texture;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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void main()
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void main(){
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor.a *= v_color.a;
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gl_FragColor.a *= v_color.a;
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}
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}
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@ -4,8 +4,7 @@ uniform lowp float alpha;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor = texture2D(texture, v_texCoord);
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gl_FragColor.a *= alpha;
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gl_FragColor.a *= alpha;
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}
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}
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@ -1,7 +1,6 @@
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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void main()
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void main(){
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{
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gl_FragColor = v_color;
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gl_FragColor = v_color;
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}
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}
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@ -11,8 +11,7 @@ attribute lowp vec4 color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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void main()
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void main(){
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{
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gl_Position = projMat * vec4(position + translation, 0, 1);
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gl_Position = projMat * vec4(position + translation, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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v_texCoord = texCoord * texSizeInv;
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@ -11,8 +11,7 @@ attribute lowp vec4 color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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void main()
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void main(){
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{
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gl_Position = projMat * matrix * vec4(position, 0, 1);
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gl_Position = projMat * matrix * vec4(position, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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v_texCoord = texCoord * texSizeInv;
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@ -13,8 +13,7 @@ varying vec2 v_texCoord;
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const vec3 lumaF = vec3(.299, .587, .114);
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const vec3 lumaF = vec3(.299, .587, .114);
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void main()
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void main(){
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{
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/* Sample source color */
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/* Sample source color */
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vec4 frag = texture2D(texture, v_texCoord);
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vec4 frag = texture2D(texture, v_texCoord);
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@ -10,8 +10,7 @@ attribute vec2 texCoord;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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gl_Position = projMat * spriteMat * vec4(position, 0, 1);
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gl_Position = projMat * spriteMat * vec4(position, 0, 1);
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v_texCoord = texCoord * texSizeInv;
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v_texCoord = texCoord * texSizeInv;
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}
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}
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@ -15,8 +15,7 @@ const float atAreaW = 96.0;
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const float atAreaH = 128.0*7.0;
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const float atAreaH = 128.0*7.0;
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const float atAniOffset = 32.0*3.0;
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const float atAniOffset = 32.0*3.0;
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void main()
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void main(){
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{
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vec2 tex = texCoord;
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vec2 tex = texCoord;
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lowp float pred = float(tex.x <= atAreaW && tex.y <= atAreaH);
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lowp float pred = float(tex.x <= atAreaW && tex.y <= atAreaH);
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@ -10,8 +10,7 @@ uniform float vague;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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float transV = texture2D(transMap, v_texCoord).r;
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float transV = texture2D(transMap, v_texCoord).r;
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float cTransV = clamp(transV, prog, prog+vague);
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float cTransV = clamp(transV, prog, prog+vague);
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lowp float alpha = (cTransV - prog) / vague;
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lowp float alpha = (cTransV - prog) / vague;
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@ -7,8 +7,7 @@ uniform float prog;
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varying vec2 v_texCoord;
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varying vec2 v_texCoord;
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void main()
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void main(){
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{
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vec4 newPixel = texture2D(currentScene, v_texCoord);
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vec4 newPixel = texture2D(currentScene, v_texCoord);
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vec4 oldPixel = texture2D(frozenScene, v_texCoord);
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vec4 oldPixel = texture2D(frozenScene, v_texCoord);
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