Initial HTML5 build v0.3.0
@@ -0,0 +1,83 @@
|
||||
fonts/Exo2_GradientShadow_36/Exo2_GradientShadow_36.fnt
|
||||
fonts/Exo2_GradientShadow_36/Exo2_GradientShadow_36.png
|
||||
fonts/Exo2_GradientShadow_36/Exo2_GradientShadow_36_backup.png
|
||||
fonts/Orbitron-Bold-36/Orbitron-Bold-36.fnt
|
||||
fonts/Orbitron-Bold-36/Orbitron-Bold-36.png
|
||||
fonts/Orbitron-Bold-36/Orbitron-Bold-36_backup.png
|
||||
fonts/OrbitronReg36/OrbitronReg36.fnt
|
||||
fonts/OrbitronReg36/OrbitronReg36.png
|
||||
fonts/OrbitronReg36/OrbitronReg36_backup.png
|
||||
gameboard_bg.png
|
||||
gameboard_bg_orig.png
|
||||
libgdx.png
|
||||
menuscreen_bg.png
|
||||
menuscreen_bg_desat.png
|
||||
music/game_music.mp3
|
||||
music/menu_music.mp3
|
||||
screenshots/appstore_6_5/1.png
|
||||
screenshots/appstore_6_5/2.png
|
||||
screenshots/appstore_6_5/3.png
|
||||
screenshots/appstore_6_5/4.png
|
||||
screenshots/appstore_6_5/5.png
|
||||
screenshots/appstore_6_5/6.png
|
||||
screenshots/appstore_6_7/1.png
|
||||
screenshots/appstore_6_7/2.png
|
||||
screenshots/appstore_6_7/3.png
|
||||
screenshots/appstore_6_7/4.png
|
||||
screenshots/appstore_6_7/5.png
|
||||
screenshots/appstore_6_7/6.png
|
||||
screenshots/appstore_ipad/1.png
|
||||
screenshots/appstore_ipad/2.png
|
||||
screenshots/appstore_ipad/3.png
|
||||
screenshots/appstore_ipad/4.png
|
||||
screenshots/appstore_ipad/5.png
|
||||
screenshots/appstore_ipad/6.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.15.00.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.15.27.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.15.43.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.16.16.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.16.22.png
|
||||
screenshots/appstore_ipad/ipad_2026-02-17 at 16.16.37.png
|
||||
screenshots/cropped/screenshot_1.png
|
||||
screenshots/cropped/screenshot_2.png
|
||||
screenshots/cropped/screenshot_3.png
|
||||
screenshots/cropped/screenshot_4.png
|
||||
screenshots/cropped/screenshot_5.png
|
||||
screenshots/iosphone/1.png
|
||||
screenshots/iosphone/2.png
|
||||
screenshots/iosphone/3.png
|
||||
screenshots/iosphone/4.png
|
||||
screenshots/iosphone/5.png
|
||||
screenshots/iosphone/6.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.15.00.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.15.27.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.15.43.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.16.16.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.16.22.png
|
||||
screenshots/ipad/Simulator Screenshot - iPad Pro 13-inch (M4) - 2026-02-17 at 16.16.37.png
|
||||
secrets.properties
|
||||
secrets.properties.example
|
||||
sfx/gameover_lose.mp3
|
||||
sfx/gameover_win.mp3
|
||||
sfx/menuchange_or_gamestart.mp3
|
||||
store/app_icon_512.png
|
||||
store/feature_graphic.png
|
||||
suchsoftware/clean_dark.png
|
||||
suchsoftware/clean_dark.svg
|
||||
suchsoftware/clean_dark_w_text.png
|
||||
suchsoftware/clean_dark_w_text.svg
|
||||
suchsoftware/clean_light.png
|
||||
suchsoftware/clean_light.svg
|
||||
suchsoftware/clean_light_w_text.png
|
||||
suchsoftware/clean_light_w_text.svg
|
||||
suchsoftware/clean_light_w_text_transparentbg.png
|
||||
suchsoftware/favicon_dark.png
|
||||
suchsoftware/favicon_dark.svg
|
||||
suchsoftware/favicon_light.png
|
||||
suchsoftware/favicon_light.svg
|
||||
tiles.atlas
|
||||
tiles1.png
|
||||
tiles2.png
|
||||
tiles3.png
|
||||
ui.atlas
|
||||
ui.png
|
||||
@@ -0,0 +1,210 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
||||
#define specularFlag
|
||||
#endif
|
||||
|
||||
#ifdef normalFlag
|
||||
varying vec3 v_normal;
|
||||
#endif //normalFlag
|
||||
|
||||
#if defined(colorFlag)
|
||||
varying vec4 v_color;
|
||||
#endif
|
||||
|
||||
#ifdef blendedFlag
|
||||
varying float v_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
varying float v_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif //blendedFlag
|
||||
|
||||
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
|
||||
#define textureFlag
|
||||
#endif
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
varying MED vec2 v_diffuseUV;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
varying MED vec2 v_specularUV;
|
||||
#endif
|
||||
|
||||
#ifdef emissiveTextureFlag
|
||||
varying MED vec2 v_emissiveUV;
|
||||
#endif
|
||||
|
||||
#ifdef diffuseColorFlag
|
||||
uniform vec4 u_diffuseColor;
|
||||
#endif
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
#endif
|
||||
|
||||
#ifdef specularColorFlag
|
||||
uniform vec4 u_specularColor;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
uniform sampler2D u_specularTexture;
|
||||
#endif
|
||||
|
||||
#ifdef normalTextureFlag
|
||||
uniform sampler2D u_normalTexture;
|
||||
#endif
|
||||
|
||||
#ifdef emissiveColorFlag
|
||||
uniform vec4 u_emissiveColor;
|
||||
#endif
|
||||
|
||||
#ifdef emissiveTextureFlag
|
||||
uniform sampler2D u_emissiveTexture;
|
||||
#endif
|
||||
|
||||
#ifdef lightingFlag
|
||||
varying vec3 v_lightDiffuse;
|
||||
|
||||
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
||||
#define ambientFlag
|
||||
#endif //ambientFlag
|
||||
|
||||
#ifdef specularFlag
|
||||
varying vec3 v_lightSpecular;
|
||||
#endif //specularFlag
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
uniform sampler2D u_shadowTexture;
|
||||
uniform float u_shadowPCFOffset;
|
||||
varying vec3 v_shadowMapUv;
|
||||
#define separateAmbientFlag
|
||||
|
||||
float getShadowness(vec2 offset)
|
||||
{
|
||||
const vec4 bitShifts = vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0);
|
||||
return step(v_shadowMapUv.z, dot(texture2D(u_shadowTexture, v_shadowMapUv.xy + offset), bitShifts));//+(1.0/255.0));
|
||||
}
|
||||
|
||||
float getShadow()
|
||||
{
|
||||
return (//getShadowness(vec2(0,0)) +
|
||||
getShadowness(vec2(u_shadowPCFOffset, u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(-u_shadowPCFOffset, u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(u_shadowPCFOffset, -u_shadowPCFOffset)) +
|
||||
getShadowness(vec2(-u_shadowPCFOffset, -u_shadowPCFOffset))) * 0.25;
|
||||
}
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
varying vec3 v_ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
|
||||
#endif //lightingFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
uniform vec4 u_fogColor;
|
||||
varying float v_fog;
|
||||
#endif // fogFlag
|
||||
|
||||
void main() {
|
||||
#if defined(normalFlag)
|
||||
vec3 normal = v_normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
|
||||
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
|
||||
#elif defined(diffuseTextureFlag) && defined(colorFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
|
||||
#elif defined(diffuseTextureFlag)
|
||||
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
|
||||
#elif defined(diffuseColorFlag) && defined(colorFlag)
|
||||
vec4 diffuse = u_diffuseColor * v_color;
|
||||
#elif defined(diffuseColorFlag)
|
||||
vec4 diffuse = u_diffuseColor;
|
||||
#elif defined(colorFlag)
|
||||
vec4 diffuse = v_color;
|
||||
#else
|
||||
vec4 diffuse = vec4(1.0);
|
||||
#endif
|
||||
|
||||
#if defined(emissiveTextureFlag) && defined(emissiveColorFlag)
|
||||
vec4 emissive = texture2D(u_emissiveTexture, v_emissiveUV) * u_emissiveColor;
|
||||
#elif defined(emissiveTextureFlag)
|
||||
vec4 emissive = texture2D(u_emissiveTexture, v_emissiveUV);
|
||||
#elif defined(emissiveColorFlag)
|
||||
vec4 emissive = u_emissiveColor;
|
||||
#else
|
||||
vec4 emissive = vec4(0.0);
|
||||
#endif
|
||||
|
||||
#if (!defined(lightingFlag))
|
||||
gl_FragColor.rgb = diffuse.rgb + emissive.rgb;
|
||||
#elif (!defined(specularFlag))
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + getShadow() * v_lightDiffuse)) + emissive.rgb;
|
||||
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + v_lightDiffuse)) + emissive.rgb;
|
||||
#endif //shadowMapFlag
|
||||
#else
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = getShadow() * (diffuse.rgb * v_lightDiffuse) + emissive.rgb;
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + emissive.rgb;
|
||||
#endif //shadowMapFlag
|
||||
#endif
|
||||
#else
|
||||
#if defined(specularTextureFlag) && defined(specularColorFlag)
|
||||
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * u_specularColor.rgb * v_lightSpecular;
|
||||
#elif defined(specularTextureFlag)
|
||||
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * v_lightSpecular;
|
||||
#elif defined(specularColorFlag)
|
||||
vec3 specular = u_specularColor.rgb * v_lightSpecular;
|
||||
#else
|
||||
vec3 specular = v_lightSpecular;
|
||||
#endif
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = (diffuse.rgb * (getShadow() * v_lightDiffuse + v_ambientLight)) + specular + emissive.rgb;
|
||||
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * (v_lightDiffuse + v_ambientLight)) + specular + emissive.rgb;
|
||||
#endif //shadowMapFlag
|
||||
#else
|
||||
#ifdef shadowMapFlag
|
||||
gl_FragColor.rgb = getShadow() * ((diffuse.rgb * v_lightDiffuse) + specular) + emissive.rgb;
|
||||
#else
|
||||
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + specular + emissive.rgb;
|
||||
#endif //shadowMapFlag
|
||||
#endif
|
||||
#endif //lightingFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
gl_FragColor.rgb = mix(gl_FragColor.rgb, u_fogColor.rgb, v_fog);
|
||||
#endif // end fogFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
gl_FragColor.a = diffuse.a * v_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
if (gl_FragColor.a <= v_alphaTest)
|
||||
discard;
|
||||
#endif
|
||||
#else
|
||||
gl_FragColor.a = 1.0;
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -0,0 +1,345 @@
|
||||
#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
|
||||
#define textureFlag
|
||||
#endif
|
||||
|
||||
#if defined(specularTextureFlag) || defined(specularColorFlag)
|
||||
#define specularFlag
|
||||
#endif
|
||||
|
||||
#if defined(specularFlag) || defined(fogFlag)
|
||||
#define cameraPositionFlag
|
||||
#endif
|
||||
|
||||
attribute vec3 a_position;
|
||||
uniform mat4 u_projViewTrans;
|
||||
|
||||
#if defined(colorFlag)
|
||||
varying vec4 v_color;
|
||||
attribute vec4 a_color;
|
||||
#endif // colorFlag
|
||||
|
||||
#ifdef normalFlag
|
||||
attribute vec3 a_normal;
|
||||
uniform mat3 u_normalMatrix;
|
||||
varying vec3 v_normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#ifdef textureFlag
|
||||
attribute vec2 a_texCoord0;
|
||||
#endif // textureFlag
|
||||
|
||||
#ifdef diffuseTextureFlag
|
||||
uniform vec4 u_diffuseUVTransform;
|
||||
varying vec2 v_diffuseUV;
|
||||
#endif
|
||||
|
||||
#ifdef emissiveTextureFlag
|
||||
uniform vec4 u_emissiveUVTransform;
|
||||
varying vec2 v_emissiveUV;
|
||||
#endif
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
uniform vec4 u_specularUVTransform;
|
||||
varying vec2 v_specularUV;
|
||||
#endif
|
||||
|
||||
#ifdef boneWeight0Flag
|
||||
#define boneWeightsFlag
|
||||
attribute vec2 a_boneWeight0;
|
||||
#endif //boneWeight0Flag
|
||||
|
||||
#ifdef boneWeight1Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight1;
|
||||
#endif //boneWeight1Flag
|
||||
|
||||
#ifdef boneWeight2Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight2;
|
||||
#endif //boneWeight2Flag
|
||||
|
||||
#ifdef boneWeight3Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight3;
|
||||
#endif //boneWeight3Flag
|
||||
|
||||
#ifdef boneWeight4Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight4;
|
||||
#endif //boneWeight4Flag
|
||||
|
||||
#ifdef boneWeight5Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight5;
|
||||
#endif //boneWeight5Flag
|
||||
|
||||
#ifdef boneWeight6Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight6;
|
||||
#endif //boneWeight6Flag
|
||||
|
||||
#ifdef boneWeight7Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight7;
|
||||
#endif //boneWeight7Flag
|
||||
|
||||
#if defined(numBones) && defined(boneWeightsFlag)
|
||||
#if (numBones > 0)
|
||||
#define skinningFlag
|
||||
#endif
|
||||
#endif
|
||||
|
||||
uniform mat4 u_worldTrans;
|
||||
|
||||
#if defined(numBones)
|
||||
#if numBones > 0
|
||||
uniform mat4 u_bones[numBones];
|
||||
#endif //numBones
|
||||
#endif
|
||||
|
||||
#ifdef shininessFlag
|
||||
uniform float u_shininess;
|
||||
#else
|
||||
const float u_shininess = 20.0;
|
||||
#endif // shininessFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
uniform float u_opacity;
|
||||
varying float v_opacity;
|
||||
|
||||
#ifdef alphaTestFlag
|
||||
uniform float u_alphaTest;
|
||||
varying float v_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif // blendedFlag
|
||||
|
||||
#ifdef lightingFlag
|
||||
varying vec3 v_lightDiffuse;
|
||||
|
||||
#ifdef ambientLightFlag
|
||||
uniform vec3 u_ambientLight;
|
||||
#endif // ambientLightFlag
|
||||
|
||||
#ifdef ambientCubemapFlag
|
||||
uniform vec3 u_ambientCubemap[6];
|
||||
#endif // ambientCubemapFlag
|
||||
|
||||
#ifdef sphericalHarmonicsFlag
|
||||
uniform vec3 u_sphericalHarmonics[9];
|
||||
#endif //sphericalHarmonicsFlag
|
||||
|
||||
#ifdef specularFlag
|
||||
varying vec3 v_lightSpecular;
|
||||
#endif // specularFlag
|
||||
|
||||
#ifdef cameraPositionFlag
|
||||
uniform vec4 u_cameraPosition;
|
||||
#endif // cameraPositionFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
varying float v_fog;
|
||||
#endif // fogFlag
|
||||
|
||||
|
||||
#if numDirectionalLights > 0
|
||||
struct DirectionalLight
|
||||
{
|
||||
vec3 color;
|
||||
vec3 direction;
|
||||
};
|
||||
uniform DirectionalLight u_dirLights[numDirectionalLights];
|
||||
#endif // numDirectionalLights
|
||||
|
||||
#if numPointLights > 0
|
||||
struct PointLight
|
||||
{
|
||||
vec3 color;
|
||||
vec3 position;
|
||||
};
|
||||
uniform PointLight u_pointLights[numPointLights];
|
||||
#endif // numPointLights
|
||||
|
||||
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
|
||||
#define ambientFlag
|
||||
#endif //ambientFlag
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
uniform mat4 u_shadowMapProjViewTrans;
|
||||
varying vec3 v_shadowMapUv;
|
||||
#define separateAmbientFlag
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(ambientFlag) && defined(separateAmbientFlag)
|
||||
varying vec3 v_ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
|
||||
#endif // lightingFlag
|
||||
|
||||
void main() {
|
||||
#ifdef diffuseTextureFlag
|
||||
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
|
||||
#endif //diffuseTextureFlag
|
||||
|
||||
#ifdef emissiveTextureFlag
|
||||
v_emissiveUV = u_emissiveUVTransform.xy + a_texCoord0 * u_emissiveUVTransform.zw;
|
||||
#endif //emissiveTextureFlag
|
||||
|
||||
#ifdef specularTextureFlag
|
||||
v_specularUV = u_specularUVTransform.xy + a_texCoord0 * u_specularUVTransform.zw;
|
||||
#endif //specularTextureFlag
|
||||
|
||||
#if defined(colorFlag)
|
||||
v_color = a_color;
|
||||
#endif // colorFlag
|
||||
|
||||
#ifdef blendedFlag
|
||||
v_opacity = u_opacity;
|
||||
#ifdef alphaTestFlag
|
||||
v_alphaTest = u_alphaTest;
|
||||
#endif //alphaTestFlag
|
||||
#endif // blendedFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
mat4 skinning = mat4(0.0);
|
||||
#ifdef boneWeight0Flag
|
||||
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
|
||||
#endif //boneWeight0Flag
|
||||
#ifdef boneWeight1Flag
|
||||
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
|
||||
#endif //boneWeight1Flag
|
||||
#ifdef boneWeight2Flag
|
||||
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
|
||||
#endif //boneWeight2Flag
|
||||
#ifdef boneWeight3Flag
|
||||
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
|
||||
#endif //boneWeight3Flag
|
||||
#ifdef boneWeight4Flag
|
||||
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
|
||||
#endif //boneWeight4Flag
|
||||
#ifdef boneWeight5Flag
|
||||
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
|
||||
#endif //boneWeight5Flag
|
||||
#ifdef boneWeight6Flag
|
||||
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
|
||||
#endif //boneWeight6Flag
|
||||
#ifdef boneWeight7Flag
|
||||
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
|
||||
#endif //boneWeight7Flag
|
||||
#endif //skinningFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
vec4 pos = u_worldTrans * skinning * vec4(a_position, 1.0);
|
||||
#else
|
||||
vec4 pos = u_worldTrans * vec4(a_position, 1.0);
|
||||
#endif
|
||||
|
||||
gl_Position = u_projViewTrans * pos;
|
||||
|
||||
#ifdef shadowMapFlag
|
||||
vec4 spos = u_shadowMapProjViewTrans * pos;
|
||||
v_shadowMapUv.xyz = (spos.xyz / spos.w) * 0.5 + 0.5;
|
||||
v_shadowMapUv.z = min(v_shadowMapUv.z, 0.998);
|
||||
#endif //shadowMapFlag
|
||||
|
||||
#if defined(normalFlag)
|
||||
#if defined(skinningFlag)
|
||||
vec3 normal = normalize((u_worldTrans * skinning * vec4(a_normal, 0.0)).xyz);
|
||||
#else
|
||||
vec3 normal = normalize(u_normalMatrix * a_normal);
|
||||
#endif
|
||||
v_normal = normal;
|
||||
#endif // normalFlag
|
||||
|
||||
#ifdef fogFlag
|
||||
vec3 flen = u_cameraPosition.xyz - pos.xyz;
|
||||
float fog = dot(flen, flen) * u_cameraPosition.w;
|
||||
v_fog = min(fog, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef lightingFlag
|
||||
#if defined(ambientLightFlag)
|
||||
vec3 ambientLight = u_ambientLight;
|
||||
#elif defined(ambientFlag)
|
||||
vec3 ambientLight = vec3(0.0);
|
||||
#endif
|
||||
|
||||
#ifdef ambientCubemapFlag
|
||||
vec3 squaredNormal = normal * normal;
|
||||
vec3 isPositive = step(0.0, normal);
|
||||
ambientLight += squaredNormal.x * mix(u_ambientCubemap[0], u_ambientCubemap[1], isPositive.x) +
|
||||
squaredNormal.y * mix(u_ambientCubemap[2], u_ambientCubemap[3], isPositive.y) +
|
||||
squaredNormal.z * mix(u_ambientCubemap[4], u_ambientCubemap[5], isPositive.z);
|
||||
#endif // ambientCubemapFlag
|
||||
|
||||
#ifdef sphericalHarmonicsFlag
|
||||
ambientLight += u_sphericalHarmonics[0];
|
||||
ambientLight += u_sphericalHarmonics[1] * normal.x;
|
||||
ambientLight += u_sphericalHarmonics[2] * normal.y;
|
||||
ambientLight += u_sphericalHarmonics[3] * normal.z;
|
||||
ambientLight += u_sphericalHarmonics[4] * (normal.x * normal.z);
|
||||
ambientLight += u_sphericalHarmonics[5] * (normal.z * normal.y);
|
||||
ambientLight += u_sphericalHarmonics[6] * (normal.y * normal.x);
|
||||
ambientLight += u_sphericalHarmonics[7] * (3.0 * normal.z * normal.z - 1.0);
|
||||
ambientLight += u_sphericalHarmonics[8] * (normal.x * normal.x - normal.y * normal.y);
|
||||
#endif // sphericalHarmonicsFlag
|
||||
|
||||
#ifdef ambientFlag
|
||||
#ifdef separateAmbientFlag
|
||||
v_ambientLight = ambientLight;
|
||||
v_lightDiffuse = vec3(0.0);
|
||||
#else
|
||||
v_lightDiffuse = ambientLight;
|
||||
#endif //separateAmbientFlag
|
||||
#else
|
||||
v_lightDiffuse = vec3(0.0);
|
||||
#endif //ambientFlag
|
||||
|
||||
|
||||
#ifdef specularFlag
|
||||
v_lightSpecular = vec3(0.0);
|
||||
vec3 viewVec = normalize(u_cameraPosition.xyz - pos.xyz);
|
||||
#endif // specularFlag
|
||||
|
||||
#if (numDirectionalLights > 0) && defined(normalFlag)
|
||||
for (int i = 0; i < numDirectionalLights; i++) {
|
||||
vec3 lightDir = -u_dirLights[i].direction;
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
vec3 value = u_dirLights[i].color * NdotL;
|
||||
v_lightDiffuse += value;
|
||||
#ifdef specularFlag
|
||||
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
||||
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
||||
#endif // specularFlag
|
||||
}
|
||||
#endif // numDirectionalLights
|
||||
|
||||
#if (numPointLights > 0) && defined(normalFlag)
|
||||
for (int i = 0; i < numPointLights; i++) {
|
||||
vec3 lightDir = u_pointLights[i].position - pos.xyz;
|
||||
float dist2 = dot(lightDir, lightDir);
|
||||
lightDir *= inversesqrt(dist2);
|
||||
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
vec3 value = u_pointLights[i].color * (NdotL / (1.0 + dist2));
|
||||
v_lightDiffuse += value;
|
||||
#ifdef specularFlag
|
||||
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
|
||||
v_lightSpecular += value * pow(halfDotView, u_shininess);
|
||||
#endif // specularFlag
|
||||
}
|
||||
#endif // numPointLights
|
||||
#endif // lightingFlag
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(blendedFlag)
|
||||
#define blendedTextureFlag
|
||||
varying MED vec2 v_texCoords0;
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
uniform float u_alphaTest;
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
varying HIGH float v_depth;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
void main() {
|
||||
#ifdef blendedTextureFlag
|
||||
if (texture2D(u_diffuseTexture, v_texCoords0).a < u_alphaTest)
|
||||
discard;
|
||||
#endif // blendedTextureFlag
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
HIGH float depth = v_depth;
|
||||
const HIGH vec4 bias = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);
|
||||
HIGH vec4 color = vec4(depth, fract(depth * 255.0), fract(depth * 65025.0), fract(depth * 16581375.0));
|
||||
gl_FragColor = color - (color.yzww * bias);
|
||||
#endif //PackedDepthFlag
|
||||
}
|
||||
@@ -0,0 +1,125 @@
|
||||
attribute vec3 a_position;
|
||||
uniform mat4 u_projViewWorldTrans;
|
||||
|
||||
#if defined(diffuseTextureFlag) && defined(blendedFlag)
|
||||
#define blendedTextureFlag
|
||||
attribute vec2 a_texCoord0;
|
||||
varying vec2 v_texCoords0;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef boneWeight0Flag
|
||||
#define boneWeightsFlag
|
||||
attribute vec2 a_boneWeight0;
|
||||
#endif //boneWeight0Flag
|
||||
|
||||
#ifdef boneWeight1Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight1;
|
||||
#endif //boneWeight1Flag
|
||||
|
||||
#ifdef boneWeight2Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight2;
|
||||
#endif //boneWeight2Flag
|
||||
|
||||
#ifdef boneWeight3Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight3;
|
||||
#endif //boneWeight3Flag
|
||||
|
||||
#ifdef boneWeight4Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight4;
|
||||
#endif //boneWeight4Flag
|
||||
|
||||
#ifdef boneWeight5Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight5;
|
||||
#endif //boneWeight5Flag
|
||||
|
||||
#ifdef boneWeight6Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight6;
|
||||
#endif //boneWeight6Flag
|
||||
|
||||
#ifdef boneWeight7Flag
|
||||
#ifndef boneWeightsFlag
|
||||
#define boneWeightsFlag
|
||||
#endif
|
||||
attribute vec2 a_boneWeight7;
|
||||
#endif //boneWeight7Flag
|
||||
|
||||
#if defined(numBones) && defined(boneWeightsFlag)
|
||||
#if (numBones > 0)
|
||||
#define skinningFlag
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(numBones)
|
||||
#if numBones > 0
|
||||
uniform mat4 u_bones[numBones];
|
||||
#endif //numBones
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
varying float v_depth;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
void main() {
|
||||
#ifdef blendedTextureFlag
|
||||
v_texCoords0 = a_texCoord0;
|
||||
#endif // blendedTextureFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
mat4 skinning = mat4(0.0);
|
||||
#ifdef boneWeight0Flag
|
||||
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
|
||||
#endif //boneWeight0Flag
|
||||
#ifdef boneWeight1Flag
|
||||
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
|
||||
#endif //boneWeight1Flag
|
||||
#ifdef boneWeight2Flag
|
||||
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
|
||||
#endif //boneWeight2Flag
|
||||
#ifdef boneWeight3Flag
|
||||
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
|
||||
#endif //boneWeight3Flag
|
||||
#ifdef boneWeight4Flag
|
||||
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
|
||||
#endif //boneWeight4Flag
|
||||
#ifdef boneWeight5Flag
|
||||
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
|
||||
#endif //boneWeight5Flag
|
||||
#ifdef boneWeight6Flag
|
||||
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
|
||||
#endif //boneWeight6Flag
|
||||
#ifdef boneWeight7Flag
|
||||
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
|
||||
#endif //boneWeight7Flag
|
||||
#endif //skinningFlag
|
||||
|
||||
#ifdef skinningFlag
|
||||
vec4 pos = u_projViewWorldTrans * skinning * vec4(a_position, 1.0);
|
||||
#else
|
||||
vec4 pos = u_projViewWorldTrans * vec4(a_position, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef PackedDepthFlag
|
||||
v_depth = pos.z / pos.w * 0.5 + 0.5;
|
||||
#endif //PackedDepthFlag
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
@@ -0,0 +1,151 @@
|
||||
info face="Exo2-Regular" size=36 bold=0 italic=0 charset="32-59,61,63-91,93-95,97-125,8470" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1 outline=0
|
||||
common lineHeight=36 base=36 scaleW=249 scaleH=242 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="Exo2_GradientShadow_36.png"
|
||||
chars count=91
|
||||
char id=32 x=0 y=0 width=0 height=0 xoffset=0 yoffset=0 xadvance=9 page=0 chnl=15
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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After Width: | Height: | Size: 10 KiB |
|
After Width: | Height: | Size: 2.6 MiB |
|
After Width: | Height: | Size: 2.5 MiB |
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|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef billboard
|
||||
//Billboard particles
|
||||
varying vec4 v_color;
|
||||
varying MED vec2 v_texCoords0;
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(u_diffuseTexture, v_texCoords0) * v_color;
|
||||
}
|
||||
#else
|
||||
|
||||
//Point particles
|
||||
varying vec4 v_color;
|
||||
varying vec4 v_rotation;
|
||||
varying MED vec4 v_region;
|
||||
varying vec2 v_uvRegionCenter;
|
||||
|
||||
uniform sampler2D u_diffuseTexture;
|
||||
uniform vec2 u_regionSize;
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_region.xy + gl_PointCoord*v_region.zw - v_uvRegionCenter;
|
||||
vec2 texCoord = mat2(v_rotation.x, v_rotation.y, v_rotation.z, v_rotation.w) * uv +v_uvRegionCenter;
|
||||
gl_FragColor = texture2D(u_diffuseTexture, texCoord)* v_color;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,110 @@
|
||||
#ifdef GL_ES
|
||||
#define LOWP lowp
|
||||
#define MED mediump
|
||||
#define HIGH highp
|
||||
precision mediump float;
|
||||
#else
|
||||
#define MED
|
||||
#define LOWP
|
||||
#define HIGH
|
||||
#endif
|
||||
|
||||
#ifdef billboard
|
||||
//Billboard particles
|
||||
//In
|
||||
attribute vec3 a_position;
|
||||
attribute vec2 a_texCoord0;
|
||||
attribute vec4 a_sizeAndRotation;
|
||||
attribute vec4 a_color;
|
||||
|
||||
//out
|
||||
varying MED vec2 v_texCoords0;
|
||||
varying vec4 v_color;
|
||||
|
||||
//Camera
|
||||
uniform mat4 u_projViewTrans;
|
||||
|
||||
//Billboard to screen
|
||||
#ifdef screenFacing
|
||||
uniform vec3 u_cameraInvDirection;
|
||||
uniform vec3 u_cameraRight;
|
||||
uniform vec3 u_cameraUp;
|
||||
#endif
|
||||
#ifdef viewPointFacing
|
||||
uniform vec3 u_cameraPosition;
|
||||
uniform vec3 u_cameraUp;
|
||||
#endif
|
||||
#ifdef paticleDirectionFacing
|
||||
uniform vec3 u_cameraPosition;
|
||||
attribute vec3 a_direction;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef screenFacing
|
||||
vec3 right = u_cameraRight;
|
||||
vec3 up = u_cameraUp;
|
||||
vec3 look = u_cameraInvDirection;
|
||||
#endif
|
||||
#ifdef viewPointFacing
|
||||
vec3 look = normalize(u_cameraPosition - a_position);
|
||||
vec3 right = normalize(cross(u_cameraUp, look));
|
||||
vec3 up = normalize(cross(look, right));
|
||||
#endif
|
||||
#ifdef paticleDirectionFacing
|
||||
vec3 up = a_direction;
|
||||
vec3 look = normalize(u_cameraPosition - a_position);
|
||||
vec3 right = normalize(cross(up, look));
|
||||
look = normalize(cross(right, up));
|
||||
#endif
|
||||
|
||||
//Rotate around look
|
||||
vec3 axis = look;
|
||||
float c = a_sizeAndRotation.z;
|
||||
float s = a_sizeAndRotation.w;
|
||||
float oc = 1.0 - c;
|
||||
|
||||
mat3 rot = mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
|
||||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
|
||||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);
|
||||
vec3 offset = rot*(right*a_sizeAndRotation.x + up*a_sizeAndRotation.y );
|
||||
|
||||
gl_Position = u_projViewTrans * vec4(a_position + offset, 1.0);
|
||||
v_texCoords0 = a_texCoord0;
|
||||
v_color = a_color;
|
||||
}
|
||||
#else
|
||||
//Point particles
|
||||
attribute vec3 a_position;
|
||||
attribute vec3 a_sizeAndRotation;
|
||||
attribute vec4 a_color;
|
||||
attribute vec4 a_region;
|
||||
|
||||
//out
|
||||
varying vec4 v_color;
|
||||
varying vec4 v_rotation;
|
||||
varying MED vec4 v_region;
|
||||
varying vec2 v_uvRegionCenter;
|
||||
|
||||
//Camera
|
||||
uniform mat4 u_projTrans;
|
||||
//should be modelView but particles are already in world coordinates
|
||||
uniform mat4 u_viewTrans;
|
||||
uniform float u_screenWidth;
|
||||
uniform vec2 u_regionSize;
|
||||
|
||||
void main(){
|
||||
|
||||
float halfSize = 0.5*a_sizeAndRotation.x;
|
||||
vec4 eyePos = u_viewTrans * vec4(a_position, 1);
|
||||
vec4 projCorner = u_projTrans * vec4(halfSize, halfSize, eyePos.z, eyePos.w);
|
||||
gl_PointSize = u_screenWidth * projCorner.x / projCorner.w;
|
||||
gl_Position = u_projTrans * eyePos;
|
||||
v_rotation = vec4(a_sizeAndRotation.y, a_sizeAndRotation.z, -a_sizeAndRotation.z, a_sizeAndRotation.y);
|
||||
v_color = a_color;
|
||||
v_region.xy = a_region.xy;
|
||||
v_region.zw = a_region.zw -a_region.xy;
|
||||
v_uvRegionCenter = a_region.xy +v_region.zw*0.5;
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1 @@
|
||||
hmac_secret=100922e6655d098f3af9aeb75cca2bff84d25b4d99bdd7a52c23e22d7bfe0a8d
|
||||
@@ -0,0 +1,5 @@
|
||||
# HMAC secret for leaderboard request signing.
|
||||
# Generate with: openssl rand -hex 32
|
||||
# This file should NOT be committed — copy to secrets.properties with your real key.
|
||||
# Without this file, leaderboard submissions will be rejected by the server.
|
||||
hmac_secret=your_64_char_hex_secret_here
|
||||
|
After Width: | Height: | Size: 6.3 KiB |
@@ -0,0 +1,38 @@
|
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 200 200">
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<defs>
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<filter id="glow">
|
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<feGaussianBlur stdDeviation="1.2" result="blur"/>
|
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<feMerge>
|
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<feMergeNode in="blur"/>
|
||||
<feMergeNode in="SourceGraphic"/>
|
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</feMerge>
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</filter>
|
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</defs>
|
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|
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<!-- Background -->
|
||||
<rect width="200" height="200" rx="26" fill="#0a0a0a"/>
|
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|
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<!-- Border -->
|
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<rect x="14" y="14" width="172" height="172" rx="16" fill="none"
|
||||
stroke="#45c99e" stroke-width="3.5" filter="url(#glow)" opacity="0.7"/>
|
||||
|
||||
<!-- S - green (5.1:1) -->
|
||||
<path d="M 78,36 H 36 V 58 H 78 V 82 H 36"
|
||||
fill="none" stroke="#35925c" stroke-width="14"
|
||||
stroke-linecap="round" stroke-linejoin="round"/>
|
||||
|
||||
<!-- U - rose (6.5:1) -->
|
||||
<path d="m 118,36 v 34 c 0,12.15 9.85,14 22,14 12.15,0 22,-1.85 22,-14 V 36"
|
||||
fill="none" stroke="#e8689e" stroke-width="14"
|
||||
stroke-linecap="round" stroke-linejoin="round"/>
|
||||
|
||||
<!-- C - blue (7.9:1) -->
|
||||
<path d="M 78,118 H 36 V 164 H 78"
|
||||
fill="none" stroke="#4aade0" stroke-width="14"
|
||||
stroke-linecap="round" stroke-linejoin="round"/>
|
||||
|
||||
<!-- H - teal (9.5:1) -->
|
||||
<path d="M 118,118 V 164 M 162,118 V 164 M 118,141 H 162"
|
||||
fill="none" stroke="#45c99e" stroke-width="14"
|
||||
stroke-linecap="round" stroke-linejoin="round"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.3 KiB |
|
After Width: | Height: | Size: 21 KiB |
@@ -0,0 +1,131 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
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<svg
|
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viewBox="0 0 632.87714 200"
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version="1.1"
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id="svg642"
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sodipodi:docname="clean_dark_w_text.svg"
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inkscape:version="1.2.2 (b0a8486541, 2022-12-01)"
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width="632.87714"
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height="200"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:svg="http://www.w3.org/2000/svg">
|
||||
<sodipodi:namedview
|
||||
id="namedview644"
|
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pagecolor="#ffffff"
|
||||
bordercolor="#000000"
|
||||
borderopacity="0.25"
|
||||
inkscape:showpageshadow="2"
|
||||
inkscape:pageopacity="0.0"
|
||||
inkscape:pagecheckerboard="0"
|
||||
inkscape:deskcolor="#d1d1d1"
|
||||
showgrid="false"
|
||||
inkscape:zoom="0.641875"
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||||
inkscape:cx="222.00584"
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inkscape:cy="239.14314"
|
||||
inkscape:window-width="1452"
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||||
inkscape:window-height="1233"
|
||||
inkscape:window-x="4173"
|
||||
inkscape:window-y="670"
|
||||
inkscape:window-maximized="0"
|
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inkscape:current-layer="svg642" />
|
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<defs
|
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id="defs628">
|
||||
<filter
|
||||
id="glow"
|
||||
x="-0.026918605"
|
||||
y="-0.026918605"
|
||||
width="1.0538372"
|
||||
height="1.0538372">
|
||||
<feGaussianBlur
|
||||
stdDeviation="1.2"
|
||||
result="blur"
|
||||
id="feGaussianBlur619" />
|
||||
<feMerge
|
||||
id="feMerge625">
|
||||
<feMergeNode
|
||||
in="blur"
|
||||
id="feMergeNode621" />
|
||||
<feMergeNode
|
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in="SourceGraphic"
|
||||
id="feMergeNode623" />
|
||||
</feMerge>
|
||||
</filter>
|
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</defs>
|
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<!-- Background -->
|
||||
<!-- Border -->
|
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<rect
|
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width="632.87714"
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height="200"
|
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fill="#0a0a0a"
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id="rect2"
|
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x="0"
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y="0"
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style="stroke-width:1.77887"
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ry="22.926825" />
|
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<text
|
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xml:space="preserve"
|
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style="font-weight:bold;font-size:84px;line-height:81.6378px;font-family:'Archivo Black';-inkscape-font-specification:'Archivo Black, Bold';fill:#ffffff;stroke:#ffffff;stroke-width:15"
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x="206.31992"
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id="text1510"><tspan
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sodipodi:role="line"
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id="tspan1508"
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x="206.31992"
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y="88.012764"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:84px;font-family:'Archivo Black';-inkscape-font-specification:'Archivo Black, ';fill:#ffffff;fill-opacity:1;stroke:none">Such</tspan><tspan
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sodipodi:role="line"
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x="206.31992"
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y="169.65056"
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id="tspan1512"
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style="font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;font-size:84px;font-family:'Archivo Black';-inkscape-font-specification:'Archivo Black, ';fill:#ffffff;fill-opacity:1;stroke:none">Software</tspan></text>
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<rect
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x="14"
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y="14"
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width="172"
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height="172"
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rx="16"
|
||||
fill="none"
|
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stroke="#45c99e"
|
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stroke-width="3.5"
|
||||
filter="url(#glow)"
|
||||
opacity="0.7"
|
||||
id="rect632" />
|
||||
<!-- S - green (5.1:1) -->
|
||||
<path
|
||||
d="M 78,36 H 36 V 58 H 78 V 82 H 36"
|
||||
fill="none"
|
||||
stroke="#35925c"
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stroke-width="14"
|
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stroke-linecap="round"
|
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stroke-linejoin="round"
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id="path634" />
|
||||
<!-- U - rose (6.5:1) -->
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<path
|
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