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/* | |
The same old random function with a different signature. | |
*/ | |
vec2 rand(vec2 co){ | |
return vec2( | |
fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453), | |
fract(cos(dot(co.yx ,vec2(8.64947,45.097))) * 43758.5453) | |
)*2.0-1.0; | |
} |
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void AFreshMeshActor::UpdateTextureRegions(UTexture2D* Texture, int32 MipIndex, | |
uint32 NumRegions, FUpdateTextureRegion2D* Regions, | |
uint32 SrcPitch, uint32 SrcBpp, | |
uint8* SrcData, bool bFreeData) | |
{ | |
if (Texture && Texture->Resource) | |
{ | |
struct FUpdateTextureRegionsData | |
{ |
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void AFreshMeshActor::UpdateTextureRegions(UTexture2D* Texture, int32 MipIndex, | |
uint32 NumRegions, FUpdateTextureRegion2D* Regions, | |
uint32 SrcPitch, uint32 SrcBpp, | |
uint8* SrcData, bool bFreeData) | |
{ | |
if (Texture && Texture->Resource) | |
{ | |
struct FUpdateTextureRegionsData | |
{ |
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/** | |
* Written by Gerard Geer. | |
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
* | |
* Version 1.0 | |
* Version 1.1 Optomized/cleaned up a bit, and did some more documentin'. | |
* Version 1.2 Gave pipes a clear protective coating. (I made them shiny.) | |
* I also changed some colors. | |
* Version 1.3 Functioned out determining reflectivity and deflection. This allowed me | |
* to add some variation in the reflections in the form of puddles |
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// By Gerard Geer, under MIT license | |
// A 2,4,8 or 16 element array implemented as a binary tree, #defined for type agnosticity. | |
#define ARR2(x, a,b) (x<1) ? a : b | |
#define ARR4(x, a,b,c,d) (x<2) ? ARR2(x,a,b) : ARR2(x-2,c,d) | |
#define ARR8(x, a,b,c,d, e,f,g,h) (x<4) ? ARR4(x, a,b,c,d) : ARR4(x-4, e,f,g,h) | |
#define ARR16(x, a,b,c,d, e,f,g,h, i,j,k,l, m,n,o,p) (x<8) ? ARR8(x, a,b,c,d, e,f,g,h) : ARR8(x-8, i,j,k,l, m,n,o,p) | |
// Shadertoy entry point. | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) |