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std::vector<String> excludedExtensions = { | |
".exe", | |
".dll", | |
".bat", | |
".ini", | |
".layout", | |
".ilk", | |
".lib", | |
".pdb", | |
}; |
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bool BitField(const char* label, unsigned* bits, unsigned* hoverIndex) | |
{ | |
unsigned val = *bits; | |
ImGuiWindow* window = GetCurrentWindow(); | |
if (window->SkipItems) | |
return false; | |
unsigned oldFlags = window->Flags; | |
ImGuiContext* g = ImGui::GetCurrentContext(); |
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[Description("Uses noise derivatives to produce an extremely versatile noise")] | |
[PropertyData.PropertyIgnore("Interpolation")] | |
public partial class UberNoise : NoiseGenerator | |
{ | |
float lacunarity_ = 2.0f; | |
int octaves_ = 3; | |
float gain_ = 0.5f; | |
float perturbFeatures_ = 0.2f; | |
float sharpness_ = 0.7f; | |
float amplify_ = 0.7f; |
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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MotionWheel::MotionWheel(Context* ctx) : Component(ctx), | |
traveledDistance_(0.0f), | |
lastPosition_(Vector3(M_INFINITY, M_INFINITY, M_INFINITY)) | |
{ | |
SubscribeToEvent(E_SCENEPOSTUPDATE, URHO3D_HANDLER(MotionWheel, OnUpdate)); | |
} | |
MotionWheel::~MotionWheel() | |
{ |
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#include "RenderScript.h" | |
#include "Buffer.h" | |
#include "Material.h" | |
#include "GraphicsDevice.h" | |
#include "Effect.h" | |
#include "LightShadow.h" | |
#include "Packing.h" | |
#include "Renderables.h" | |
#include "Renderer.h" |
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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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/// <summary> | |
/// While null it will automatically check to seek out | |
/// </summary> | |
/// <typeparam name="T">Type of the object we we to acquire</typeparam> | |
public class IOCDependency<T> where T : class | |
{ | |
public delegate void DependencyResolved(IOCDependency<T> self); | |
public event DependencyResolved DependencyResolvedHandler = delegate { }; |
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cbuffer ShaderData : register(b0) | |
{ | |
matrix WorldViewProjection; | |
float3 LightDirection; | |
float3 LightColor; | |
}; | |
struct VertexShaderOutput | |
{ |
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//**************************************************************************** | |
// | |
// File: LightShadow.cpp | |
// License: MIT | |
// Project: GLVU | |
// | |
//**************************************************************************** | |
#include "LightShadow.h" |
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