Initial HTML5 build v0.3.0

This commit is contained in:
jwinterm
2026-02-19 14:11:17 -05:00
commit 50ff7c9b20
73 changed files with 6059 additions and 0 deletions
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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
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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
#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)];
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#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;
}
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@@ -0,0 +1,39 @@
#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
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