I hereby claim:
- I am quadstorm on github.
- I am quadstorm (https://keybase.io/quadstorm) on keybase.
- I have a public key ASAtmUIXcPuUlSlKqvTGV8ULADG62u8S9-wlbkAHn6xrzwo
To claim this, I am signing this object:
function ISOTimeStampFormat(%dateTime) | |
{ | |
%pDT = strReplace(%dateTime, "/", " "); | |
return "20" @ getWord(%pDT, 2) @ "-" @ getWord(%pDT, 0) @ "-" @ getWord(%pDT, 1) SPC getWord(%pDT, 3); | |
} | |
function timeBottomPrint() | |
{ | |
if (isEventPending($timeBottomPrint)) |
#Persistent | |
#SingleInstance Force | |
SetTitleMatchMode 2 | |
serverWindow = BrickadiaServer-Win64-Shipping.exe | |
EnvGet, LocalAppData, LocalAppData | |
buildsFolder = %LocalAppData%\Brickadia\Saved\Builds | |
SetKeyDelay, 5, 10 | |
InputBox, BrickadiaDirectory, Input Brickadia Directory, Input the directory of your game (should end with "Brickadia_Alpha4_Patch1_CL3642_Win64") |
#version 120 | |
#extension GL_EXT_texture_array : require | |
#extension GL_EXT_texture_array : enable | |
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm | |
// Includes a Contact-Hardening/Percentage-Closer/Perceptually-Correct Soft Shadows (CHSS/PCSS) implementation, and other many configurable variables | |
// 10th version | |
// Configuration: For the adventurous! |
#version 460 | |
// Stealth Commander/QuadStorm's Ulimate Shader (2021-01-10) | |
// Built from Port's Poisson Disc (Optimized) Soft Shadow Shader (2015) | |
// Includes a Contact-Hardening/Percentage-Closer/Perceptually-Correct Soft Shadows (CHSS/PCSS) implementation | |
/* Relevant Files | |
CSM | |
https://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf | |
CHSS/PCSS |
#version 460 | |
// curved world feature/effect; https://forum.blockland.us/index.php?topic=77967.msg7787623#msg7787623 | |
bool curveTheWorld = false; | |
bool curveDirectionDown = true; | |
// adjust the effect | |
// exponential curve power |
#version 460 | |
// Varying. | |
out vec4 vPos; | |
out vec3 worldNormal; | |
out vec3 worldPos; | |
// 460 | |
uniform mat4 gl_ProjectionMatrix; | |
in vec4 gl_Vertex; |
#version 460 | |
// Varying. | |
in vec4 vPos; | |
in vec3 worldNormal; | |
in vec3 worldPos; | |
// Global directional light uniforms. | |
uniform vec4 dirLightDir; | |
uniform vec4 dirLightColor; |
I hereby claim:
To claim this, I am signing this object:
#version 120 | |
#extension GL_EXT_texture_array : require | |
#extension GL_EXT_texture_array : enable | |
// Originally Port's Poisson Disc (Optimized) Soft Shadow Shader (2015), modified by Stealth Commander/QuadStorm | |
// Includes an ultra graphics version, a Percentage-Closer/Perceptually-Correct Soft Shadows (PCSS) implementation, and other configuration variables | |
// 9th version | |
// Configuration: For the adventurous! |
function chaseCamClientToggle(%down) | |
{ | |
if (!%down) | |
return; | |
if(isObject(serverConnection)) | |
{ | |
if ($chaseCam) | |
{ | |
$chaseCam = false; | |
serverConnection.chaseCam(0); |