MMMMMMMMMMMMEEEOW

This commit is contained in:
ZakatTeamI2P 2026-05-08 20:08:24 +04:00
parent c2939f22bb
commit 7034843632
25 changed files with 30 additions and 52 deletions

View file

@ -552,7 +552,6 @@ static void mriBindingExecute(){
char **argv = 0; char **argv = 0;
char options_argv1[] = "oneshot", options_argv2[] = "-evd", options_argv3[] = "--jit"; char options_argv1[] = "oneshot", options_argv2[] = "-evd", options_argv3[] = "--jit";
char* options_argv[] = {options_argv1, options_argv2, options_argv3, NULL}; char* options_argv[] = {options_argv1, options_argv2, options_argv3, NULL};
printf("[mriBindingExecute] %s %s %s\n", options_argv1, options_argv2, options_argv3);
ruby_setup(); ruby_setup();
ruby_sysinit(&argc, &argv); ruby_sysinit(&argc, &argv);
rb_enc_set_default_external(rb_enc_from_encoding(rb_utf8_encoding())); rb_enc_set_default_external(rb_enc_from_encoding(rb_utf8_encoding()));
@ -590,7 +589,7 @@ static void mriBindingExecute(){
} }
static void mriBindingTerminate(){ static void mriBindingTerminate(){
printf("[mriBindingTerminate] Terminating binding...\n"); printf("[mriBindingTerminate] Terminating bindings...\n");
rb_raise(rb_eSystemExit, " "); rb_raise(rb_eSystemExit, " ");
#ifdef __linux__ #ifdef __linux__
wallpaperBindingTerminate(); wallpaperBindingTerminate();

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@ -404,8 +404,7 @@ static inline VALUE rb_str_catf(VALUE obj, const char *fmt, ...) {
return rb_str_new2("Finish me! rb_str_catf()"); // TODO return rb_str_new2("Finish me! rb_str_catf()"); // TODO
} }
static inline VALUE rb_file_open_str(VALUE filename, const char *mode) { static inline VALUE rb_file_open_str(VALUE filename, const char *mode) {
return rb_funcall(rb_cFile, rb_intern("open"), 2, filename, return rb_funcall(rb_cFile, rb_intern("open"), 2, filename, rb_str_new2(mode));
rb_str_new2(mode));
} }
#endif #endif
#endif #endif

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@ -338,8 +338,7 @@ RB_METHOD(bitmapClearRect){
rect = getPrivateDataCheck<Rect>(rectObj, RectType); rect = getPrivateDataCheck<Rect>(rectObj, RectType);
GUARD_EXC( b->clearRect(rect->toIntRect()); ); GUARD_EXC( b->clearRect(rect->toIntRect()); );
} }else{
else{
int x, y, width, height; int x, y, width, height;
rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END); rb_get_args(argc, argv, "iiii", &x, &y, &width, &height RB_ARG_END);

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@ -21,7 +21,6 @@ PluginUninit _pluginUninit = NULL;
int lastAnimId = -1; int lastAnimId = -1;
void _attemptLinkSdk() { void _attemptLinkSdk() {
Debug() << "[_attempLinkSdk] Attempting to bind Chroma SDK"; Debug() << "[_attempLinkSdk] Attempting to bind Chroma SDK";
#ifdef _WIN32 #ifdef _WIN32

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@ -35,13 +35,13 @@
# is upscaled # is upscaled
# (default: disabled) # (default: disabled)
# #
# smoothScaling=false smoothScaling=false
# Sync screen redraws to the monitor refresh rate # Sync screen redraws to the monitor refresh rate
# (default: enabled) # (default: enabled)
# #
# vsync=true vsync=true
# Enforce a static frame rate # Enforce a static frame rate
# (0 = disabled) # (0 = disabled)
@ -131,7 +131,7 @@
# (emulates windows case insensitivity) # (emulates windows case insensitivity)
# (default: enabled) # (default: enabled)
# #
# pathCache=true pathCache=true
# Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the # Add 'rtp1', 'rtp2.zip' and 'game.rgssad' to the

View file

@ -1,3 +1,6 @@
begin begin
$console = Graphics.fullscreen
Graphics.frame_rate = 60
Font.default_size = 20
print("Oneshot: sunshine TEST xScripts.rxdata\nRuby version: #{RUBY_VERSION}\nSDL version: #{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}") print("Oneshot: sunshine TEST xScripts.rxdata\nRuby version: #{RUBY_VERSION}\nSDL version: #{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}")
end end

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@ -3,7 +3,6 @@ uniform lowp float alpha;
varying lowp vec4 v_color; varying lowp vec4 v_color;
void main() void main(){
{
gl_FragColor = vec4(v_color.rgb * alpha, 1); gl_FragColor = vec4(v_color.rgb * alpha, 1);
} }

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@ -1,7 +1,6 @@
uniform lowp vec4 color; uniform lowp vec4 color;
void main() void main(){
{
gl_FragColor = color; gl_FragColor = color;
} }

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@ -6,8 +6,7 @@ varying vec2 v_texCoord;
const vec3 lumaF = vec3(.299, .587, .114); const vec3 lumaF = vec3(.299, .587, .114);
void main() void main(){
{
/* Sample source color */ /* Sample source color */
vec4 frag = texture2D(texture, v_texCoord); vec4 frag = texture2D(texture, v_texCoord);

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@ -5,8 +5,7 @@ uniform mediump float hueAdjust;
varying vec2 v_texCoord; varying vec2 v_texCoord;
/* Source: gamedev.stackexchange.com/a/59808/24839 */ /* Source: gamedev.stackexchange.com/a/59808/24839 */
vec3 rgb2hsv(vec3 c) vec3 rgb2hsv(vec3 c){
{
const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
@ -21,15 +20,13 @@ vec3 rgb2hsv(vec3 c)
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x); return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + eps)), d / (q.x + eps), q.x);
} }
vec3 hsv2rgb(vec3 c) vec3 hsv2rgb(vec3 c){
{
const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} }
void main () void main (){
{
vec4 color = texture2D (texture, v_texCoord.xy); vec4 color = texture2D (texture, v_texCoord.xy);
vec3 hsv = rgb2hsv(color.rgb); vec3 hsv = rgb2hsv(color.rgb);

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@ -2,7 +2,6 @@
uniform mat4 projMat; uniform mat4 projMat;
attribute vec2 position; attribute vec2 position;
void main() void main(){
{
gl_Position = projMat * vec4(position, 0, 1); gl_Position = projMat * vec4(position, 0, 1);
} }

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@ -4,8 +4,7 @@ uniform sampler2D obscured;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
vec4 color = texture2D(texture, v_texCoord); vec4 color = texture2D(texture, v_texCoord);
color.a *= texture2D(obscured, v_texCoord).r; color.a *= texture2D(obscured, v_texCoord).r;
gl_FragColor = color; gl_FragColor = color;

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@ -11,8 +11,7 @@ varying vec2 v_texCoord;
const vec3 lumaF = vec3(.299, .587, .114); const vec3 lumaF = vec3(.299, .587, .114);
void main() void main(){
{
/* Sample source color */ /* Sample source color */
vec4 frag = texture2D(texture, v_texCoord); vec4 frag = texture2D(texture, v_texCoord);

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@ -3,7 +3,6 @@ uniform sampler2D texture;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
gl_FragColor = texture2D(texture, v_texCoord); gl_FragColor = texture2D(texture, v_texCoord);
} }

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@ -9,8 +9,7 @@ attribute vec2 texCoord;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
gl_Position = projMat * vec4(position + translation, 0, 1); gl_Position = projMat * vec4(position + translation, 0, 1);
v_texCoord = texCoord * texSizeInv; v_texCoord = texCoord * texSizeInv;

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@ -4,8 +4,7 @@ uniform sampler2D texture;
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying lowp vec4 v_color; varying lowp vec4 v_color;
void main() void main(){
{
gl_FragColor = texture2D(texture, v_texCoord); gl_FragColor = texture2D(texture, v_texCoord);
gl_FragColor.a *= v_color.a; gl_FragColor.a *= v_color.a;
} }

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@ -4,8 +4,7 @@ uniform lowp float alpha;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
gl_FragColor = texture2D(texture, v_texCoord); gl_FragColor = texture2D(texture, v_texCoord);
gl_FragColor.a *= alpha; gl_FragColor.a *= alpha;
} }

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@ -1,7 +1,6 @@
varying lowp vec4 v_color; varying lowp vec4 v_color;
void main() void main(){
{
gl_FragColor = v_color; gl_FragColor = v_color;
} }

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@ -11,8 +11,7 @@ attribute lowp vec4 color;
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying lowp vec4 v_color; varying lowp vec4 v_color;
void main() void main(){
{
gl_Position = projMat * vec4(position + translation, 0, 1); gl_Position = projMat * vec4(position + translation, 0, 1);
v_texCoord = texCoord * texSizeInv; v_texCoord = texCoord * texSizeInv;

View file

@ -11,8 +11,7 @@ attribute lowp vec4 color;
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying lowp vec4 v_color; varying lowp vec4 v_color;
void main() void main(){
{
gl_Position = projMat * matrix * vec4(position, 0, 1); gl_Position = projMat * matrix * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv; v_texCoord = texCoord * texSizeInv;

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@ -13,8 +13,7 @@ varying vec2 v_texCoord;
const vec3 lumaF = vec3(.299, .587, .114); const vec3 lumaF = vec3(.299, .587, .114);
void main() void main(){
{
/* Sample source color */ /* Sample source color */
vec4 frag = texture2D(texture, v_texCoord); vec4 frag = texture2D(texture, v_texCoord);

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@ -10,8 +10,7 @@ attribute vec2 texCoord;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
gl_Position = projMat * spriteMat * vec4(position, 0, 1); gl_Position = projMat * spriteMat * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv; v_texCoord = texCoord * texSizeInv;
} }

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@ -15,8 +15,7 @@ const float atAreaW = 96.0;
const float atAreaH = 128.0*7.0; const float atAreaH = 128.0*7.0;
const float atAniOffset = 32.0*3.0; const float atAniOffset = 32.0*3.0;
void main() void main(){
{
vec2 tex = texCoord; vec2 tex = texCoord;
lowp float pred = float(tex.x <= atAreaW && tex.y <= atAreaH); lowp float pred = float(tex.x <= atAreaW && tex.y <= atAreaH);

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@ -10,8 +10,7 @@ uniform float vague;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
float transV = texture2D(transMap, v_texCoord).r; float transV = texture2D(transMap, v_texCoord).r;
float cTransV = clamp(transV, prog, prog+vague); float cTransV = clamp(transV, prog, prog+vague);
lowp float alpha = (cTransV - prog) / vague; lowp float alpha = (cTransV - prog) / vague;

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@ -7,8 +7,7 @@ uniform float prog;
varying vec2 v_texCoord; varying vec2 v_texCoord;
void main() void main(){
{
vec4 newPixel = texture2D(currentScene, v_texCoord); vec4 newPixel = texture2D(currentScene, v_texCoord);
vec4 oldPixel = texture2D(frozenScene, v_texCoord); vec4 oldPixel = texture2D(frozenScene, v_texCoord);