界面美化/死亡动画/自定义序列编辑器
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4
Zframework/shader/alpha.glsl
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4
Zframework/shader/alpha.glsl
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extern float a;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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return vec4(1.,1.,1.,sign(Texel(text,pos).a)*a);
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}
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42
Zframework/shader/aura.glsl
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42
Zframework/shader/aura.glsl
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#define PI 3.1415926535897932384626
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extern float w,h;
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extern float t;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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float x=scr_pos.x/w;
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float y=scr_pos.y/h;
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float dx,dy;
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vec3 V=vec3(0.);
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dx=0.5+cos(t*3.*0.26)*0.4-x;
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dy=0.5-sin(t*3.*0.62)*0.4-y;
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dx=sqrt(dx*dx+dy*dy);
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V.r=V.r+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*3.*0.32)*0.4)-x;
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dy=(0.5-sin(t*3.*0.80)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.g=V.g+smoothstep(1.26,0.,dx);
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dx=(0.5-cos(t*3.*0.49)*0.4)-x;
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dy=(0.5+sin(t*3.*0.18)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.b=V.b+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*0.53)*0.4)-x;
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dy=(0.5-sin(t*0.46)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rg+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5+cos(t*0.98)*0.4)-x;
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dy=(0.5+sin(t*0.57)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rb+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5-cos(t*0.86)*0.4)-x;
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dy=(0.5-sin(t*0.32)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.gb+=vec2(smoothstep(0.626,0.,dx));
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dx=1.626*max(max(V.r,V.g),V.b);
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return vec4(V/dx,1.);
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}
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5
Zframework/shader/glow.glsl
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5
Zframework/shader/glow.glsl
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extern float X,Y,W,H;
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vec4 effect(vec4 C,Image Tx,vec2 pos,vec2 scr_pos){
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C[3]=min((scr_pos.x-X)/W*0.3+(scr_pos.y-Y)/H*0.1,0.3)+0.5;
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return C;
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}
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29
Zframework/shader/lightRender.glsl
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29
Zframework/shader/lightRender.glsl
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#define PI 3.14159
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extern float xresolution;
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//sample from 1D vis-depth map
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float samp(vec2 coord,float r,Image u_texture){
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return step(r,Texel(u_texture,coord).r);
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}
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//cartesian to polar, y of 1D sample is always 0
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vec2 norm=texture_coords.st*2.-1.;
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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float r=length(norm);
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//enlarge blur parameter by distance, light scattering simulation
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float blur=(1./xresolution)*smoothstep(0.3,1.,r);
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//Simple Gaussian blur
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float sum=//brightness(0~1)
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samp(vec2(tc.x-3.*blur,tc.y),r,texture)*0.1
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
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+samp(tc,r,texture)*0.2//The center tex coord,which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*0.1;
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//Multiply the distance to get a soft fading
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return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
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}
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15
Zframework/shader/rainbow.glsl
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15
Zframework/shader/rainbow.glsl
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#define PI 3.14159265
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extern float w,h;
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extern float t;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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float x=scr_pos.x-w/2.;
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float y=scr_pos.y-h/2.;
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float a=(step(0.,x)*2.-1.)*PI+atan(y,x)+PI*0.5+t*0.626;
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return vec4(
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color.r*(sin(a+PI*0./3.)*0.3+0.5),
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color.g*(sin(a+PI*2./3.)*0.3+0.5),
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color.b*(sin(a+PI*4./3.)*0.3+0.5),
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1.
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);
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}
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21
Zframework/shader/shadowMap.glsl
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21
Zframework/shader/shadowMap.glsl
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#define PI 3.14
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extern float yresolution;
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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//Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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//cartesian to polar
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// y/yresolution=distance to light source(0~1)
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vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
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float theta=PI*1.5+norm.x*PI;
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float r=(1.+norm.y)*0.5;
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//sample from solid
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if(
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Texel(texture,(
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vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling
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))
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.a>0.1
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)return vec4(vec3(y/yresolution),1.);//collision check, alpha>0.1 means transparent
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}
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return vec4(1.,1.,1.,1.);//return max distance 1
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}
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11
Zframework/shader/strap.glsl
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11
Zframework/shader/strap.glsl
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#define PI 3.14159265
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extern float t;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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float x=scr_pos.x/262.+t;
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return vec4(
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color.r*(sin(x+PI*0./3.)*0.3+0.5),
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color.g*(sin(x+PI*2./3.)*0.3+0.5),
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color.b*(sin(x+PI*4./3.)*0.3+0.5),
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1.
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);
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}
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8
Zframework/shader/warning.glsl
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8
Zframework/shader/warning.glsl
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extern float w,h;
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extern float level;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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float dx=abs(scr_pos.x/w-0.5);
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float dy=abs(scr_pos.y/h-0.5);
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float a=(max(dx,dy)*2.-.626)*level;
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return vec4(1.,0.,0.,a);
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}
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