Merge remote-tracking branch 'origin/master' into SplitSnapshots
This commit is contained in:
@@ -29,4 +29,6 @@ K=TakeDamage,1500
|
||||
F2=PerformanceTimingResetAllTimers
|
||||
F3=PerformanceTimingCreateExcelData
|
||||
Comma=SwapToClassPick
|
||||
Period=SwapToTeamPick
|
||||
Period=SwapToTeamPick
|
||||
Enter=PickClass,1
|
||||
F5=DisconnectFromServer
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Camera xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Camera.xsd">
|
||||
<FOV>45</FOV>
|
||||
<FOV>59</FOV> <!-- 90 horizontal FOV at 1080p -->
|
||||
<NearClip>0.01</NearClip>
|
||||
<FarClip>5000</FarClip>
|
||||
</Camera>
|
||||
@@ -9,5 +9,5 @@
|
||||
<SpecularMap>true</SpecularMap>
|
||||
<GlowMap>true</GlowMap>
|
||||
<Shadow>true</Shadow>
|
||||
<GlowIntensity>3.0</GlowIntensity>
|
||||
<GlowIntensity>1.0</GlowIntensity>
|
||||
</Model>
|
||||
@@ -1,9 +1,14 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
|
||||
<Sprite xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Sprite.xsd">
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<DiffuseTexture></DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<Color R="1" G="1" B="1" A="1"/>
|
||||
<Visible>true</Visible>
|
||||
<DepthSort>true</DepthSort>
|
||||
<KeepRatioX>false</KeepRatioX>
|
||||
<KeepRatioY>false</KeepRatioY>
|
||||
<KeepRatio>false</KeepRatio>
|
||||
<Linear>false</Linear>
|
||||
<BlurBackground>false</BlurBackground>
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||||
</Sprite>
|
||||
|
||||
@@ -9,14 +9,17 @@
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||||
</xs:annotation>
|
||||
<xs:complexType>
|
||||
<xs:all>
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||||
<xs:element name="Model" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>The model the sprite will use.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="DiffuseTexture" type="t:string" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Diffuse Texture file.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="GlowMap" type="t:string" minOccurs="0">
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||||
<xs:annotation><xs:documentation>GlowMap file</xs:documentation></xs:annotation>
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||||
<xs:annotation><xs:documentation>GlowMap file.</xs:documentation></xs:annotation>
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||||
</xs:element>
|
||||
<xs:element name="Color" type="t:Color" minOccurs="0">
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||||
<xs:annotation><xs:documentation>Color tint</xs:documentation></xs:annotation>
|
||||
<xs:annotation><xs:documentation>Color tint.</xs:documentation></xs:annotation>
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||||
</xs:element>
|
||||
<xs:element name="Visible" type="t:bool" minOccurs="0">
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||||
<xs:annotation><xs:documentation>Whether the model is visible or not</xs:documentation></xs:annotation>
|
||||
@@ -24,6 +27,18 @@
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||||
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="KeepRatio" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Keep a 1:1 ratio between X and Y.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="Linear" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>If it should use Linear or Nearest sampling method.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
|
||||
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
|
||||
</xs:element>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
</c:RaptorCopter>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="-4" Z="0"/>
|
||||
<Orientation X="0" Y="55.3495064" Z="0"/>
|
||||
<Orientation X="0" Y="58.3794823" Z="0"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
|
||||
@@ -34,13 +34,49 @@
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="DefenderClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Defender-01.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -72,9 +108,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Sniper-01.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
@@ -102,40 +139,6 @@
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="AssaultClassPick">
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Icons/Classes/Assault-01.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickClass</Command>
|
||||
<PressValue>1</PressValue>
|
||||
</c:InputCmdButton>
|
||||
<c:Transform>
|
||||
<Position X="-0.150000006" Y="-0.0500000007" Z="0"/>
|
||||
<Scale X="0.0799999982" Y="0.0799999982" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children>
|
||||
<Entity name="AssaultText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
<Content>Assault</Content>
|
||||
<Resource>Fonts/DroidSans.ttf,64</Resource>
|
||||
<Color A="1" B="0" G="1" R="0.784313738"/>
|
||||
</c:Text>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0.800000012" Z="0"/>
|
||||
<Scale X="0.310000002" Y="0.310000002" Z="1"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="ClassPickText">
|
||||
<Components>
|
||||
<c:Text>
|
||||
@@ -154,9 +157,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -232,9 +236,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -266,10 +271,11 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="0.294117659" R="0.980392158"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -300,10 +306,12 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0.980392158" G="0.294117659" R="0"/>
|
||||
<Linear>true</Linear>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
<Command>PickTeam</Command>
|
||||
@@ -334,9 +342,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Sprite>
|
||||
@@ -422,9 +431,10 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -441,9 +451,10 @@
|
||||
<CapturePointNumber>3</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -458,9 +469,10 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.699999988" B="1" G="0.200000003" R="0"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -477,9 +489,10 @@
|
||||
<CapturePointNumber>4</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -494,9 +507,10 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -513,9 +527,10 @@
|
||||
<CapturePointNumber>2</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -530,9 +545,10 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.300000012" B="1" G="1" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -550,9 +566,10 @@
|
||||
<CapturePointNumber>1</CapturePointNumber>
|
||||
</c:CapturePointHUD>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -567,9 +584,10 @@
|
||||
<Entity name="BackgroundHexagon">
|
||||
<Components>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="0.699999988" B="0" G="0" R="1"/>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
@@ -584,9 +602,10 @@
|
||||
</c:Fill>
|
||||
<c:CapturePointHUD/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon_Rotated.png</DiffuseTexture>
|
||||
</c:Sprite>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="0.00999999978"/>
|
||||
@@ -604,9 +623,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
@@ -651,9 +671,10 @@
|
||||
<Components>
|
||||
<c:Button/>
|
||||
<c:Sprite>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<GlowMap></GlowMap>
|
||||
<DepthSort>false</DepthSort>
|
||||
<Model>Models/Core/UnitQuad.mesh</Model>
|
||||
<GlowMap></GlowMap>
|
||||
<DiffuseTexture>Textures/Core/UnitHexagon.png</DiffuseTexture>
|
||||
<Color A="1" B="0" G="1" R="0.509803951"/>
|
||||
</c:Sprite>
|
||||
<c:InputCmdButton>
|
||||
|
||||
@@ -99,7 +99,7 @@
|
||||
</c:Team>
|
||||
<c:PlayerSpawn/>
|
||||
<c:Spawner>
|
||||
<EntityFile>Schema/Entities/Player.xml</EntityFile>
|
||||
<EntityFile>Schema/Entities/PlayerRed.xml</EntityFile>
|
||||
</c:Spawner>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
@@ -225,6 +225,11 @@
|
||||
</Team>
|
||||
</c:Team>
|
||||
<c:Trigger/>
|
||||
<c:Model>
|
||||
<Resource></Resource>
|
||||
<Color A="0.300000012" B="0" G="0" R="1"/>
|
||||
<Visible>false</Visible>
|
||||
</c:Model>
|
||||
<c:Transform>
|
||||
<Position X="0" Y="0" Z="-4.10000038"/>
|
||||
</c:Transform>
|
||||
@@ -239,7 +244,17 @@
|
||||
<Scale X="2.70000005" Y="3.4000001" Z="4.60000038"/>
|
||||
</c:Transform>
|
||||
</Components>
|
||||
<Children/>
|
||||
<Children>
|
||||
<Entity>
|
||||
<Components>
|
||||
<c:Model>
|
||||
<Resource></Resource>
|
||||
</c:Model>
|
||||
<c:Transform/>
|
||||
</Components>
|
||||
<Children/>
|
||||
</Entity>
|
||||
</Children>
|
||||
</Entity>
|
||||
<Entity name="Blue">
|
||||
<Components>
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 430
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int MaxMipMap;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for(int i = 0; i < MaxMipMap; i++) {
|
||||
result += textureLod(Texture, Input.TextureCoordinate, i);
|
||||
}
|
||||
fragmentColor = result;
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -10,12 +11,14 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 eastFragments = texture(Texture, Input.TextureCoordinate + vec2(tex_offset.x * i, 0.0));
|
||||
vec4 westFragments = texture(Texture, Input.TextureCoordinate - vec2(tex_offset.x * i, 0.0));
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#extension GL_EXT_gpu_shader4 : enable
|
||||
|
||||
layout (binding = 0) uniform sampler2D Texture;
|
||||
uniform int Lod;
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
@@ -10,12 +11,14 @@ in VertexData{
|
||||
out vec4 fragmentColor;
|
||||
|
||||
uniform float weight[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
|
||||
//uniform float weight[3] = float[](0.265495, 0.226535, 0.140718);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex_offset = 1.0 / textureSize2D(Texture, 0);
|
||||
vec2 tex_offset = 1.0 / textureSize(Texture, Lod);
|
||||
vec3 center = texture(Texture, Input.TextureCoordinate).rgb;
|
||||
vec3 result = center * weight[0];
|
||||
|
||||
for(int i = 1; i < 5; ++i) {
|
||||
vec4 northFragments = texture(Texture, Input.TextureCoordinate + vec2(0.0, tex_offset.y * i));
|
||||
vec4 southFragments = texture(Texture, Input.TextureCoordinate - vec2(0.0, tex_offset.y * i));
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
uniform vec4 Color;
|
||||
uniform vec4 FillColor;
|
||||
uniform float FillPercentage;
|
||||
uniform float ScaleX;
|
||||
uniform float ScaleY;
|
||||
uniform mat4 P;
|
||||
|
||||
layout (binding = 1) uniform sampler2D DiffuseTexture;
|
||||
@@ -21,15 +23,16 @@ out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
|
||||
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
|
||||
|
||||
vec4 color_result = Color * diffuseTexel;
|
||||
|
||||
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
|
||||
if(pos <= FillPercentage) {
|
||||
color_result = FillColor*diffuseTexel.a;
|
||||
}
|
||||
float fillResult = floor(pos*FillPercentage);
|
||||
|
||||
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
|
||||
|
||||
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
|
||||
|
||||
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
|
||||
|
||||
Reference in New Issue
Block a user