Removed files causing issues with git
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595 changed files with 0 additions and 9708 deletions
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.editor_settings
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.editor_settings
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{
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:code {
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:find {
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:term ""
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}
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}
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:search-in-files {
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:term "{"
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}
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:workflow {
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:recent-files [
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[
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"/main/entername.gui"
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:scene
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]
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[
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"/main/entername.gui_script"
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:code
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]
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[
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"/main/score.gui_script"
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:code
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]
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[
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"/main/scoreboard.gui_script"
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:code
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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/settings.gui"
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:scene
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]
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[
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"/main/settings.collection"
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:scene
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]
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[
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"/main/startscreen.gui_script"
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:code
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]
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[
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"/main/button.gui_script"
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:code
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]
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[
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"/main/level2.script"
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:code
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]
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[
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"/main/level3.script"
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:code
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]
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[
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"/main/entername.script"
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:code
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]
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[
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"/main/level1prescreen.collection"
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:scene
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]
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[
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"/main/level1prescreen.script"
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:code
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]
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[
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"/main/level3prescreen.script"
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:code
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]
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[
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"/main/level2prescreen.script"
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:code
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]
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[
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"/main/startscreen.script"
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:code
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]
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[
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"/main/level2prescreen.collection"
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:scene
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]
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[
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"/main/level2prescreen_copy.collection"
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:scene
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]
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[
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"/main/level1.collection"
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:scene
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]
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[
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"/main/settings.gui_script"
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:code
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]
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[
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"/main/main.collection"
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:scene
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]
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[
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"/main/main.script"
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:code
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]
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[
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"/main/player.script"
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:code
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]
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[
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"/main/amulet.script"
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:code
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]
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[
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"/main/level1.script"
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:code
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]
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[
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"/main/holdingamulet.script"
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:code
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]
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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/curse.script"
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:code
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]
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[
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"/main/graphics.atlas"
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:scene
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]
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[
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"/main/mummy.script"
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:code
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]
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[
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"/main/level3.collection"
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:scene
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]
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]
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}
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}
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/main/amulet.collectionc
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/main/level1.collectionc
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/main/gameover.collectionc
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/main/instructions.collectionc
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/main/level3.collectionc
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/main/curses.collectionc
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/main/startscreen.collectionc
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/main/settings.collectionc
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èã#version 140
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#ifndef GL_ES
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#define lowp
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#define mediump
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#define highp
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#endif
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out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
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in lowp vec2 var_texcoord0;
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in lowp vec4 var_face_color;
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in lowp vec4 var_outline_color;
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in lowp vec4 var_shadow_color;
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in lowp vec4 var_sdf_params;
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in lowp vec4 var_layer_mask;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
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mediump float distance = df_sample.x;
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mediump float distance_shadow = df_sample.z;
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lowp float sdf_edge = var_sdf_params.x;
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lowp float sdf_outline = var_sdf_params.y;
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lowp float sdf_smoothing = var_sdf_params.z;
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lowp float sdf_shadow = var_sdf_params.w;
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lowp float sdf_shadow_as_outline = floor(sdf_shadow);
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lowp float sdf_is_single_layer = var_layer_mask.a;
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lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
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lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
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lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
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shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
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_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
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outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
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shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
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}
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èã#version 330
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#ifndef GL_ES
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#define lowp
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#define mediump
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#define highp
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#endif
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out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
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in lowp vec2 var_texcoord0;
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in lowp vec4 var_face_color;
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in lowp vec4 var_outline_color;
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in lowp vec4 var_shadow_color;
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in lowp vec4 var_sdf_params;
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in lowp vec4 var_layer_mask;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
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mediump float distance = df_sample.x;
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mediump float distance_shadow = df_sample.z;
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lowp float sdf_edge = var_sdf_params.x;
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lowp float sdf_outline = var_sdf_params.y;
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lowp float sdf_smoothing = var_sdf_params.z;
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lowp float sdf_shadow = var_sdf_params.w;
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lowp float sdf_shadow_as_outline = floor(sdf_shadow);
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lowp float sdf_is_single_layer = var_layer_mask.a;
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lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
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lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
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lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
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shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
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_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
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outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
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shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
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}
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½¸#version 300 es
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precision mediump float;
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out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
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in lowp vec2 var_texcoord0;
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in lowp vec4 var_face_color;
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in lowp vec4 var_outline_color;
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in lowp vec4 var_shadow_color;
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in lowp vec4 var_sdf_params;
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in lowp vec4 var_layer_mask;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
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mediump float distance = df_sample.x;
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mediump float distance_shadow = df_sample.z;
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lowp float sdf_edge = var_sdf_params.x;
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lowp float sdf_outline = var_sdf_params.y;
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lowp float sdf_smoothing = var_sdf_params.z;
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lowp float sdf_shadow = var_sdf_params.w;
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lowp float sdf_shadow_as_outline = floor(sdf_shadow);
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lowp float sdf_is_single_layer = var_layer_mask.a;
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lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
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lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
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lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
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shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
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_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
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outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
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shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
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}
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‰
„
precision mediump float;
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varying lowp vec2 var_texcoord0;
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varying lowp vec4 var_face_color;
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varying lowp vec4 var_outline_color;
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varying lowp vec4 var_shadow_color;
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varying lowp vec4 var_sdf_params;
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varying lowp vec4 var_layer_mask;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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mediump vec4 df_sample = texture2D(texture_sampler, var_texcoord0);
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mediump float distance = df_sample.x;
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mediump float distance_shadow = df_sample.z;
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lowp float sdf_edge = var_sdf_params.x;
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lowp float sdf_outline = var_sdf_params.y;
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lowp float sdf_smoothing = var_sdf_params.z;
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lowp float sdf_shadow = var_sdf_params.w;
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// If there is no blur, the shadow should behave in the same way as the outline.
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lowp float sdf_shadow_as_outline = floor(sdf_shadow);
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// If this is a single layer font, we must make sure to not mix alpha between layers.
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lowp float sdf_is_single_layer = var_layer_mask.a;
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lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
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lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
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lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
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shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
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gl_FragColor = face_alpha * var_face_color * var_layer_mask.x +
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outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
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shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
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}
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¡œ#version 430
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out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
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in lowp vec2 var_texcoord0;
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in lowp vec4 var_face_color;
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in lowp vec4 var_outline_color;
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in lowp vec4 var_shadow_color;
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in lowp vec4 var_sdf_params;
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in lowp vec4 var_layer_mask;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
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mediump float distance = df_sample.x;
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mediump float distance_shadow = df_sample.z;
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lowp float sdf_edge = var_sdf_params.x;
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lowp float sdf_outline = var_sdf_params.y;
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lowp float sdf_smoothing = var_sdf_params.z;
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lowp float sdf_shadow = var_sdf_params.w;
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lowp float sdf_shadow_as_outline = floor(sdf_shadow);
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lowp float sdf_is_single_layer = var_layer_mask.a;
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lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
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lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
|
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||||||
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
|
|
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|
|
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shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
|
|
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|
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||||||
_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);
|
|
||||||
}
|
|
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|
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•<12># | |||||||