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Paul Brown 2025-08-25 01:59:20 +01:00
commit ca37229355
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{
:workflow {
:recent-files [
[
"/main/curses.collection"
:scene
]
[
"/main/level2.collection"
:scene
]
[
"/main/curse.script"
:code
]
]
}
}

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è ã #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);
}
è ã #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># | GLSL.std.450 main 3VX_mŒmain texture_samplervar_texcoord0 var_sdf_params3var_layer_mask V_DMENGINE_GENERATED_gl_FragColor_0Xvar_face_color_var_outline_colormvar_shadow_colorG G !G "GGGGGGGG G G#G'G*G.G1G3G3G5G9G<G>GBGEGGGKGPGTGVGXGXGYGZG\G]G_G_G`GaGcGdGhGiGjGkGmGmGnGoGqGrGuGvGxGyGzG{! 

 ;  ; ++ ;  !+%+,;3 U;UV;X;_+e€?;m6ø=  =WQQA!" =#"A!& %='&A!) =*)A!- ,=.- 1.A!43,=54ƒ9#*<00><#* >19<ƒB'*<00>E'* G1BEƒK.* P1K< T.PG1=YXŽZY>A![3=\[Ž]Z\=`_Ža`GA!b3%=cbŽdach>5ƒiehŽjdi<00>k]j=nmŽonTA!p3=qpŽroq<00>uG> v%euxv5ƒyexŽzry<00>{kz>V{ý8ÈB
texture_sampleržëž¦Åà·í
 *texture_sampler0žëž¦Åà·í8@">
var_texcoord0ñÑñ¢ÖÀ˜ã * var_texcoord00ñÑñ¢ÖÀ˜ã8@"B
var_face_color໫𺙫õ‚ X*var_face_color0໫𺙫õ8@"F
var_outline_colorÒÿϲØå¨X _*var_outline_color0ÒÿϲØå¨X8@"D
var_shadow_colorÖÞãþáýº°F m*var_shadow_color0ÖÞãþáýº°F8@"B
var_sdf_paramsÊçýñž¯¢Æá *var_sdf_params0Êçýñž¯¢Æá8@"B
var_layer_maskúÚ¤¸Ê¼ÚàÊ 3*var_layer_mask0úÚ¤¸Ê¼ÚàÊ8@*h
"_DMENGINE_GENERATED_gl_FragColor_0°­ùøþòï<C3B2>r V*"_DMENGINE_GENERATED_gl_FragColor_00°­ùøþòï<C3B2>r8@

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/main/entername.collectionc

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