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<graph name="Material" candebug="false" color="orange"> | |
<!-- | |
<in /> = designates an input socket | |
<out /> = designates an output socket | |
<metadata></metadata> = can be attached to sockets or nodes themselves | |
List of Metadata: [NAME], [valid targets] = [purpose/effect] | |
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//========================================================== | |
// Toon Shader | |
//========================================================== | |
// Features: | |
// - artist supplied *tone* ramp | |
// - Control map to force shadow/highlight | |
// - model-space vertical 1px shade control (hat shadows, etc) | |
// - MSDF *linework* map | |
// - rimlight glow | |
// - geometry-shader outlines |
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--[[ | |
Usage: | |
// setup the paths and build options | |
DEGFX_InitPaths(...) | |
DEGFX_InitRenderers(...) | |
// add the projects to build | |
DEGFX_IncludeProjects() | |
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// Urho2D physics sample. | |
// This sample demonstrates: | |
// - Creating both static and moving 2D physics objects to a scene | |
// - Displaying physics debug geometry | |
#include "Scripts/Utilities/Sample.as" | |
void Start() | |
{ | |
// Execute the common startup for samples |
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/* | |
Copyright (c) 2012 Muhammed Ikbal Akpaca | |
This software is provided 'as-is', without any express or implied | |
warranty. In no event will the authors be held liable for any damages | |
arising from the use of this software. | |
Permission is granted to anyone to use this software for any purpose, | |
including commercial applications, and to alter it and redistribute it | |
freely, subject to the following restrictions: |
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// Shakes an object using a # of shake intervals | |
// Intended behavior is to shake to random directions once per interval, optionally returning | |
// to the original reference direction | |
class Shake : ScriptObject | |
{ | |
// internal state | |
private Vector3 referenceDirection; | |
private Vector3 shakeTowards; | |
private Vector3 shakeBase; |
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class DebugRenderer; | |
class Context; | |
class Geometry; | |
struct MTFront; | |
void ImplicitTangentSpace(const Vector3& norm, Vector3& tangent, Vector3& binormal); | |
/// A vertex on the advancing front. | |
struct MTVertex | |
{ |
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#include <Urho3D/Resource/Bytes.h> | |
#include <Urho3D/Core/Context.h> | |
namespace Urho3D | |
{ | |
/// Construct. | |
Bytes::Bytes(Context* context) : Resource(context) | |
{ |
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// | |
// Copyright (c) 2008-2018 the Urho3D project. | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// |
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#if OPENGL | |
#define SV_POSITION POSITION | |
#define VS_SHADERMODEL vs_3_0 | |
#define PS_SHADERMODEL ps_3_0 | |
#else | |
#define VS_SHADERMODEL vs_4_0_level_9_1 | |
#define PS_SHADERMODEL ps_4_0_level_9_1 | |
#endif | |
matrix WorldViewProjection; |