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<?xml version="1.0" encoding="utf-8"?> | |
<manifest xmlns:android="http://schemas.android.com/apk/res/android" | |
package="com.carterza" | |
android:versionCode="1" | |
android:versionName="1.0" > | |
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="25" /> | |
<application | |
android:allowBackup="true" |
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private static Texture generateNormalMapTexture(int width, int height, Pixmap pm) { | |
pixmap = new Pixmap(width, height, Pixmap.Format.RGBA8888); | |
texture = new Texture(width, height, Pixmap.Format.RGBA8888); | |
for (int x = 0; x < width; x++) { | |
for (int y = 0; y < height; y++) { | |
Vector3 currentVertex = new Vector3(x, getPixelWrap(x, y, width, height, pm), y); | |
Vector3 pU = new Vector3(x + 1, getPixelWrap(x + 1, y, width, height, pm), y); | |
Vector3 pV = new Vector3(x, getPixelWrap(x, y + 1, width, height, pm), y + 1); |
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private static Texture generateNormalMapTexture(int width, int height, Pixmap pm) { | |
pixmap = new Pixmap(width, height, Pixmap.Format.RGBA8888); | |
texture = new Texture(width, height, Pixmap.Format.RGBA8888); | |
for (int x = 0; x < width; x++) { | |
for (int y = 0; y < height; y++) { | |
Vector3 currentVertex = new Vector3(x, getPixelWrap(x, y, width, height, pm), y); | |
Vector3 pU = new Vector3(x + 1, getPixelWrap(x + 1, y, width, height, pm), y); | |
Vector3 pV = new Vector3(x, getPixelWrap(x, y + 1, width, height, pm), y + 1); |
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(1.0,1.0,1.0) (1.0,1.0,1.0) (1.0,1.0,1.0) (1.0,1.0,1.0) (1.0,1.0,1.0) | |
(1.0,1.0,1.0) (-0.109580524,-0.13520472,0.9847394) (0.2626328,0.18078528,0.9478083) (-0.16569309,0.150608,0.97460914) (1.0,1.0,1.0) | |
(1.0,1.0,1.0) (-0.05858313,0.26027337,0.9637561) (0.2237724,0.22589675,0.9481015) (0.45740846,-0.1558962,0.87548494) (1.0,1.0,1.0) | |
(1.0,1.0,1.0) (0.0718886,0.38858455,0.9186044) (-0.031058354,0.61177707,0.7904203) (-0.36537948,0.08543196,0.92693) (1.0,1.0,1.0) | |
(1.0,1.0,1.0)(1.0,1.0,1.0)(1.0,1.0,1.0)(1.0,1.0,1.0)(1.0,1.0,1.0) |
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private static Texture generateNormalMapTexture(int width, int height, Tile[][] tiles) { | |
pixmap = new Pixmap(width, height, Pixmap.Format.RGBA8888); | |
texture = new Texture(width, height, Pixmap.Format.RGBA8888); | |
for (int x = 0; x < width; x++) { | |
for (int y = 0; y < height; y++) { | |
Vector3 normal; | |
// Ignore border pixels | |
if( |
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0.40029103 | |
0.14666826 | |
0.4971345 | |
0.3946106 | |
(0.3776829,0.5494452,0.98227966) | |
0.43119654 | |
0.84139824 | |
0.30933484 | |
0.009570133 |
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private static Texture generateNormalMapTexture(int width, int height, Tile[][] tiles) { | |
pixmap = new Pixmap(width, height, Pixmap.Format.RGBA8888); | |
texture = new Texture(width, height, Pixmap.Format.RGBA8888); | |
for (int x = 0; x < width; x++) { | |
for (int y = 0; y < height; y++) { | |
Vector3 normal; | |
// Ignore border pixels | |
if( |
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//attributes from vertex shader | |
varying vec4 vColor; | |
varying vec2 vTexCoord; | |
//our texture samplers | |
uniform sampler2D u_texture; //diffuse map | |
uniform sampler2D u_normals; //normal map | |
//values used for shading algorithm... | |
uniform vec2 Resolution; //resolution of screen |
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precision mediump float; | |
//attributes from vertex shader | |
varying vec4 vColor; | |
varying vec2 vTexCoord; | |
//our texture samplers | |
uniform sampler2D u_texture; //diffuse map | |
uniform sampler2D u_normals; //normal map |
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%LLL%LLLLLLLLLL%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%LLLLLLLLLLLL%L%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%LLLLLLLLLLLLLL%LL%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%LLLLLLLLLLLLLLLLLLL%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B%%LLLLLLLLLLLLLLLL%%%%%%%%%%%%%%%%%%%%D%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B%BLLLLLLLLLLLLLLLLL%%%%%%%%%%%%%%%%%D%DDDD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%BBB%%BBBB%LLLLLLLLLL%LL%%%%%%%%%%%%%%%%%%%%DDDDDD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% | |
%%%%%%%%%%%%%F%%%%%%%%%%%%%%%%%%%B%BB%BBBBBBLLLLLLLLLLL%L%%%%%%%%%%%%%%%%%%%D%DD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% |