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.editor_settings
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.editor_settings
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{
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:workflow {
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:recent-files [
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[
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"/main/curses.collection"
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:scene
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]
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[
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"/main/level2.collection"
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:scene
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]
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[
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"/main/curse.script"
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:code
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]
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]
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}
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}
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NEWFONT/NEWFONT.fnt
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NEWFONT/NEWFONT.fnt
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info face="NEWFONT" size=72 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=1,1,1,1 spacing=1,1
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common lineHeight=72 base=56 scaleW=418 scaleH=418 pages=1 packed=0
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NEWFONT/NEWFONT.png
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build/default/.artifact-map
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build/default/.artifact-map
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/main/amulet.collectionc
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|
èã#version 140
|
||||||
|
#ifndef GL_ES
|
||||||
|
#define lowp
|
||||||
|
#define mediump
|
||||||
|
#define highp
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
|
||||||
|
in lowp vec2 var_texcoord0;
|
||||||
|
in lowp vec4 var_face_color;
|
||||||
|
in lowp vec4 var_outline_color;
|
||||||
|
in lowp vec4 var_shadow_color;
|
||||||
|
in lowp vec4 var_sdf_params;
|
||||||
|
in lowp vec4 var_layer_mask;
|
||||||
|
|
||||||
|
uniform mediump sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
|
||||||
|
|
||||||
|
mediump float distance = df_sample.x;
|
||||||
|
mediump float distance_shadow = df_sample.z;
|
||||||
|
|
||||||
|
lowp float sdf_edge = var_sdf_params.x;
|
||||||
|
lowp float sdf_outline = var_sdf_params.y;
|
||||||
|
lowp float sdf_smoothing = var_sdf_params.z;
|
||||||
|
lowp float sdf_shadow = var_sdf_params.w;
|
||||||
|
|
||||||
|
|
||||||
|
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
|
||||||
|
|
||||||
|
lowp float sdf_is_single_layer = var_layer_mask.a;
|
||||||
|
|
||||||
|
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
|
||||||
|
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
||||||
|
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
||||||
|
|
||||||
|
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
||||||
|
|
||||||
|
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
|
||||||
|
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
|
||||||
|
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
èã#version 330
|
||||||
|
#ifndef GL_ES
|
||||||
|
#define lowp
|
||||||
|
#define mediump
|
||||||
|
#define highp
|
||||||
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
|
||||||
|
in lowp vec2 var_texcoord0;
|
||||||
|
in lowp vec4 var_face_color;
|
||||||
|
in lowp vec4 var_outline_color;
|
||||||
|
in lowp vec4 var_shadow_color;
|
||||||
|
in lowp vec4 var_sdf_params;
|
||||||
|
in lowp vec4 var_layer_mask;
|
||||||
|
|
||||||
|
uniform mediump sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
|
||||||
|
|
||||||
|
mediump float distance = df_sample.x;
|
||||||
|
mediump float distance_shadow = df_sample.z;
|
||||||
|
|
||||||
|
lowp float sdf_edge = var_sdf_params.x;
|
||||||
|
lowp float sdf_outline = var_sdf_params.y;
|
||||||
|
lowp float sdf_smoothing = var_sdf_params.z;
|
||||||
|
lowp float sdf_shadow = var_sdf_params.w;
|
||||||
|
|
||||||
|
|
||||||
|
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
|
||||||
|
|
||||||
|
lowp float sdf_is_single_layer = var_layer_mask.a;
|
||||||
|
|
||||||
|
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
|
||||||
|
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
||||||
|
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
||||||
|
|
||||||
|
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
||||||
|
|
||||||
|
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
|
||||||
|
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
|
||||||
|
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
½¸#version 300 es
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
|
||||||
|
in lowp vec2 var_texcoord0;
|
||||||
|
in lowp vec4 var_face_color;
|
||||||
|
in lowp vec4 var_outline_color;
|
||||||
|
in lowp vec4 var_shadow_color;
|
||||||
|
in lowp vec4 var_sdf_params;
|
||||||
|
in lowp vec4 var_layer_mask;
|
||||||
|
|
||||||
|
uniform mediump sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
|
||||||
|
|
||||||
|
mediump float distance = df_sample.x;
|
||||||
|
mediump float distance_shadow = df_sample.z;
|
||||||
|
|
||||||
|
lowp float sdf_edge = var_sdf_params.x;
|
||||||
|
lowp float sdf_outline = var_sdf_params.y;
|
||||||
|
lowp float sdf_smoothing = var_sdf_params.z;
|
||||||
|
lowp float sdf_shadow = var_sdf_params.w;
|
||||||
|
|
||||||
|
|
||||||
|
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
|
||||||
|
|
||||||
|
lowp float sdf_is_single_layer = var_layer_mask.a;
|
||||||
|
|
||||||
|
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
|
||||||
|
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
||||||
|
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
||||||
|
|
||||||
|
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
||||||
|
|
||||||
|
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
|
||||||
|
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
|
||||||
|
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
‰
„
precision mediump float;
|
||||||
|
varying lowp vec2 var_texcoord0;
|
||||||
|
varying lowp vec4 var_face_color;
|
||||||
|
varying lowp vec4 var_outline_color;
|
||||||
|
varying lowp vec4 var_shadow_color;
|
||||||
|
varying lowp vec4 var_sdf_params;
|
||||||
|
varying lowp vec4 var_layer_mask;
|
||||||
|
|
||||||
|
uniform mediump sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
mediump vec4 df_sample = texture2D(texture_sampler, var_texcoord0);
|
||||||
|
|
||||||
|
mediump float distance = df_sample.x;
|
||||||
|
mediump float distance_shadow = df_sample.z;
|
||||||
|
|
||||||
|
lowp float sdf_edge = var_sdf_params.x;
|
||||||
|
lowp float sdf_outline = var_sdf_params.y;
|
||||||
|
lowp float sdf_smoothing = var_sdf_params.z;
|
||||||
|
lowp float sdf_shadow = var_sdf_params.w;
|
||||||
|
|
||||||
|
// If there is no blur, the shadow should behave in the same way as the outline.
|
||||||
|
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
|
||||||
|
// If this is a single layer font, we must make sure to not mix alpha between layers.
|
||||||
|
lowp float sdf_is_single_layer = var_layer_mask.a;
|
||||||
|
|
||||||
|
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
|
||||||
|
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
||||||
|
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
||||||
|
|
||||||
|
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
||||||
|
|
||||||
|
gl_FragColor = face_alpha * var_face_color * var_layer_mask.x +
|
||||||
|
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
|
||||||
|
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
¡œ#version 430
|
||||||
|
|
||||||
|
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
|
||||||
|
in lowp vec2 var_texcoord0;
|
||||||
|
in lowp vec4 var_face_color;
|
||||||
|
in lowp vec4 var_outline_color;
|
||||||
|
in lowp vec4 var_shadow_color;
|
||||||
|
in lowp vec4 var_sdf_params;
|
||||||
|
in lowp vec4 var_layer_mask;
|
||||||
|
|
||||||
|
uniform mediump sampler2D texture_sampler;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
|
||||||
|
|
||||||
|
mediump float distance = df_sample.x;
|
||||||
|
mediump float distance_shadow = df_sample.z;
|
||||||
|
|
||||||
|
lowp float sdf_edge = var_sdf_params.x;
|
||||||
|
lowp float sdf_outline = var_sdf_params.y;
|
||||||
|
lowp float sdf_smoothing = var_sdf_params.z;
|
||||||
|
lowp float sdf_shadow = var_sdf_params.w;
|
||||||
|
|
||||||
|
|
||||||
|
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
|
||||||
|
|
||||||
|
lowp float sdf_is_single_layer = var_layer_mask.a;
|
||||||
|
|
||||||
|
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
|
||||||
|
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
||||||
|
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
||||||
|
|
||||||
|
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
||||||
|
|
||||||
|
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
|
||||||
|
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
|
||||||
|
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
•<12># | ||||||