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b96d0d3e22
422 changed files with 3522 additions and 0 deletions
9
res/shaders/s2c/frag.gls
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9
res/shaders/s2c/frag.gls
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#version 330 core
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uniform vec4 iColor = vec4(0, 0.6, 0.9, 1);
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out vec4 color;
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void main() {
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color = iColor;
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}
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9
res/shaders/s2c/vert.gls
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res/shaders/s2c/vert.gls
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#version 330 core
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uniform mat4 mvp;
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layout (location = 0) in vec3 vertices;
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void main() {
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gl_Position = mvp * vec4(vertices, 1);
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}
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15
res/shaders/s2ft/frag.gls
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15
res/shaders/s2ft/frag.gls
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#version 330 core
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uniform vec4 iColor = vec4(0, 0.6, 0.9, 1);
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uniform sampler2D sampler;
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in vec2 texCoords;
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out vec4 color;
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void main() {
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color = texture(sampler, texCoords) * iColor;
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if(color.a == 0)
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discard;
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}
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13
res/shaders/s2ft/vert.gls
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13
res/shaders/s2ft/vert.gls
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#version 330 core
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uniform mat4 mvp;
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 itexCoords;
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out vec2 texCoords;
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void main() {
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texCoords = itexCoords;
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gl_Position = mvp * vec4(vertices, 1);
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}
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13
res/shaders/s2t/frag.gls
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13
res/shaders/s2t/frag.gls
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#version 330 core
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uniform sampler2D sampler;
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in vec2 texCoords;
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out vec4 color;
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void main() {
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color = texture(sampler, texCoords);
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if(color.a == 0)
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discard;
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}
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13
res/shaders/s2t/vert.gls
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13
res/shaders/s2t/vert.gls
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#version 330 core
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uniform mat4 mvp;
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 itexCoords;
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out vec2 texCoords;
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void main() {
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texCoords = itexCoords;
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gl_Position = mvp * vec4(vertices, 1);
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}
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