0.8.5-
This commit is contained in:
10
parts/PCbase.lua
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10
parts/PCbase.lua
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return{
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{3,3,3,0,0,0,0,0,2,2},
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{3,6,6,0,0,0,0,2,2,5},
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{4,6,6,0,0,0,1,1,5,5},
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{4,4,4,0,0,0,0,1,1,5},
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{1,1,0,0,0,0,0,4,4,4},
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{5,1,1,0,0,0,0,6,6,4},
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{5,5,2,2,0,0,0,6,6,3},
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{5,2,2,0,0,0,0,3,3,3},
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}
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11
parts/PClist.lua
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11
parts/PClist.lua
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return{
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{7,7,4,5},{7,7,6,4},{7,7,2,4},{7,7,1,3},{7,7,5,6},{7,7,5,2},{7,7,5,4},{7,7,5,3},
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{7,4,1,2},{7,3,5,7},{7,5,4,3},{7,5,1,2},{7,1,4,2},{7,4,2,5},{7,6,4,5},{7,5,4,2},
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{7,5,6,4},{7,5,3,6},{7,2,5,6},{7,2,6,4},{7,2,1,3},{7,5,2,7},{7,5,7,2},{7,5,2,3},
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{7,5,3,2},{7,6,5,4},{7,3,1,5},{7,3,2,5},{7,4,1,5},{7,4,5,2},{7,7,3,6},{7,3,7,6},
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{7,3,6,2},{7,3,7,1},{7,6,4,2},{3,2,7,6},{3,2,6,7},{7,7,4,5},{7,5,3,4},{7,3,6,5},
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{7,3,2,5},{7,4,6,5},{7,5,2,3},{7,3,5,7},{7,3,2,5},{7,3,5,1},{7,5,2,3},{3,6,2,5},
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{3,1,2,5},{3,1,1,5},{3,1,5,2},{3,1,5,1},{3,5,1,2},{4,5,3,2},{4,2,6,5},{6,5,3,2},
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{1,4,2,5},{1,5,3,6},{5,2,6,3},{5,2,1,3},{5,2,7,4},{2,4,1,5},{2,4,5,1},{2,1,4,5},
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{2,5,4,3},{2,5,6,7},{7,5,4,2},{4,5,3,5},
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}
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17
parts/font.lua
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17
parts/font.lua
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local new=love.graphics.setNewFont
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local set=love.graphics.setFont
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local F,cur={}
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return function(s)
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local f=F[s]
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if s~=cur then
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if f then
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set(f)
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else
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f=new("font.ttf",s)
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F[s]=f
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set(f)
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end
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cur=s
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end
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return f
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end
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80
parts/light.lua
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80
parts/light.lua
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--LIGHT MODULE(Optimized by MrZ,Original on github/love2d community/simple-love-lights)
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--Heavily based on mattdesl's libGDX implementation:
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--https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows
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local gc=love.graphics
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local C=gc.clear
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local shadowMapShader=gc.newShader("parts/shader/shadowMap.cs")--Shader for caculating the 1D shadow map.
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local lightRenderShader=gc.newShader("parts/shader/lightRender.cs")--Shader for rendering blurred lights and shadows.
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Lights={}--Lightsource objects
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local Lights=Lights
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--Private--
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local function move(L,x,y)
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L.x,L.y=x,y
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end
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local function setPow(L,pow)
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L.size=pow
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end
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local function destroy(L)
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L.blackCanvas:release()
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L.shadowCanvas:release()
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L.renderCanvas:release()
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end
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local function draw(L)
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local r,g,b,a=love.graphics.getColor()
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gc.setCanvas(L.blackCanvas)C()
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gc.setCanvas(L.shadowCanvas)C()
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gc.setCanvas(L.renderCanvas)C()
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lightRenderShader:send("xresolution",L.size);
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shadowMapShader:send("yresolution",L.size);
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--初始化数据
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local X=L.x-L.size*.5
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local Y=L.y-L.size*.5
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--整束光的左上角
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gc.translate(-X,-Y)
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L.blackCanvas:renderTo(L.blackFn)
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gc.translate(X,Y)
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--渲染遮光物
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gc.setShader(shadowMapShader)
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gc.setCanvas(L.shadowCanvas)
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gc.draw(L.blackCanvas)
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--根据遮光物渲染阴影画布
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gc.setShader(lightRenderShader)
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gc.setCanvas(L.renderCanvas)
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gc.draw(L.shadowCanvas,0,0,0,1,L.size)
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--根据阴影画布渲染光画布
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gc.setShader()gc.setCanvas()gc.setBlendMode("add")
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--准备渲染
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gc.setColor(r,g,b,a)
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gc.draw(L.renderCanvas,X,Y+L.size,0,1,-1)
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--渲染到屏幕
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gc.setBlendMode("alpha")
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--复位
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end
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--Public--
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function drawLight()
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for i=1,#Lights do
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Lights[i]:draw()
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end
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end
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function clearLight(L)
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for i=1,#Lights do
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Lights[i]:destroy()
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Lights[i]=nil
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end
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end
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function addLight(x,y,R,F)
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local id=#Lights+1
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Lights[id]={
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id=id,
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x=x,y=y,size=R,
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blackCanvas=gc.newCanvas(R,R),--遮挡物画布
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shadowCanvas=gc.newCanvas(R,1),--1D视深画布
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renderCanvas=gc.newCanvas(R,R),--灯光画布
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blackFn=F,--遮挡物绘图函数
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--方法
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move=move,
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setPow=setPow,
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draw=draw,
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destroy=destroy,
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}
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end
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37
parts/mino.lua
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37
parts/mino.lua
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local O,_=true,false
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local L={
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{{_,O,O},{O,O,_}}, --Z
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{{O,O,_},{_,O,O}}, --S
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{{O,O,O},{_,_,O}}, --L
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{{O,O,O},{O,_,_}}, --J
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{{O,O,O},{_,O,_}}, --T
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{{O,O},{O,O}}, --O
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{{O,O,O,O}}, --I
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}
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local function RotCW(B)
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local N={}
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local r,c=#B,#B[1]--row,col
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for x=1,c do
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N[x]={}
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for y=1,r do
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N[x][y]=B[y][c-x+1]
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end
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end
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return N
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end
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-- [1,1,1]
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-- [0,0,1]--r=2,c=3
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-- ↓ (Y inv)
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-- [1,1]
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-- [1,0]
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-- [1,0]
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for i=1,#L do
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local B=L[i]
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L[i]={[0]=B}
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B=RotCW(B)L[i][1]=B
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B=RotCW(B)L[i][2]=B
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B=RotCW(B)L[i][3]=B
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end
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return L
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2
parts/shader.lua
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2
parts/shader.lua
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gc=love.graphics
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shader_glow=gc.newShader("parts/shader/glow.cs")
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5
parts/shader/glow.cs
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5
parts/shader/glow.cs
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extern float X;extern float Y;extern float W;extern float H;
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vec4 effect(vec4 C,Image Tx,vec2 Tcd,vec2 Pcd){
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C[3]=min((Pcd.x-X)/W*.3+(Pcd.y-Y)/H*.1,.3)+.5;
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return C;
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}
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30
parts/shader/lightRender.cs
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30
parts/shader/lightRender.cs
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#define PI 3.14
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extern float xresolution;
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//从1D距离map采样
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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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//直角转极坐标,用于采样1D材质的y总是0
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vec2 norm=texture_coords.st*2.-1.;
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float r=length(norm);
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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//根据离光源距离放大模糊系数,模拟影子淡出
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float blur=(1./xresolution)*smoothstep(0.,1.,r);
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//简易高斯模糊
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float sum=
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samp(vec2(tc.x-4.*blur,tc.y),r,texture)*.5
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+samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.15
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+samp(tc,r,texture)*.16//The center tex coord,which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.15
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x+4.*blur,tc.y),r,texture)*.5;
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//sum值为亮度(0~1)
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//乘上距离得到逐渐变淡的光线
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return vec4(vec3(1.),sum*smoothstep(1.,.1,r));
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}
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16
parts/shader/shadowMap.cs
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16
parts/shader/shadowMap.cs
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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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//直角转极坐标
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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)*.5;
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//y/yresolution为到光源的距离(0~1)
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//遮光物采样
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vec4 data=Texel(texture,(vec2(-r*sin(theta),-r*cos(theta))*.5+.5));//vec2()..是遮光物采样的coord
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if(data.a>.1)return vec4(vec3(y/yresolution),1.);//碰撞检测,像素透明度>.1即透光
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}
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return vec4(1,1,1,1);//返回最远距离1
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}
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