add missing shader
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7d8d214324
commit
87236ee780
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@ -0,0 +1,25 @@
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uniform float opacity; // painter opacity
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uniform vec4 color; // painter color
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uniform float time; // time in seconds since shader linkage
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uniform sampler2D texture; // map texture
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varying vec2 textureCoords; // map texture coords
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void main()
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{
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vec4 outColor = texture2D(texture, textureCoords) * opacity;
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/*
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float refinement = 0;
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if(refinement > 0) {
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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for(int i=-1;i<=1;++i) {
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for(int j=-1;j<=1;++j) {
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vec4 pixel = texture2D(texture, textureCoords + vec2(i,j)*(1.0/32.0));
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sum += pixel * (1.0/9.0) * pixel.a * (0.5 + (pixel.r + pixel.g + pixel.b)/3.0);
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}
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}
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float factor = refinement*((1.0 + sin(time*2))/2.0);
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outColor += sum * sum * factor;
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}
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*/
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gl_FragColor = outColor;
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}
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@ -33,7 +33,7 @@ public:
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BUFFER_MAXSIZE = 16384,
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HEADER_POS = 0,
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HEADER_LENGTH = 2,
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CHECKSUm_position = 2,
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CHECKSUM_POS = 2,
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CHECKSUM_LENGTH = 4,
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DATA_POS = 6,
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UNENCRYPTED_DATA_POS = 8
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@ -36,7 +36,7 @@ public:
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BUFFER_MAXSIZE = 1024,
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HEADER_POS = 0,
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HEADER_LENGTH = 2,
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CHECKSUm_position = 2,
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CHECKSUM_POS = 2,
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CHECKSUM_LENGTH = 4,
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DATA_POS = 6
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};
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@ -71,7 +71,7 @@ void Protocol::send(OutputMessage& outputMessage)
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// set checksum
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uint32 checksum = getAdlerChecksum(outputMessage.getBuffer() + OutputMessage::DATA_POS, outputMessage.getMessageSize());
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outputMessage.setWritePos(OutputMessage::CHECKSUm_position);
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outputMessage.setWritePos(OutputMessage::CHECKSUM_POS);
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outputMessage.addU32(checksum);
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// set size
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@ -107,7 +107,7 @@ void Protocol::internalRecvHeader(uint8* buffer, uint16 size)
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void Protocol::internalRecvData(uint8* buffer, uint16 size)
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{
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memcpy(m_inputMessage.getBuffer() + InputMessage::CHECKSUm_position, buffer, size);
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memcpy(m_inputMessage.getBuffer() + InputMessage::CHECKSUM_POS, buffer, size);
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if(m_checksumEnabled) {
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uint32 checksum = getAdlerChecksum(m_inputMessage.getBuffer() + InputMessage::DATA_POS, m_inputMessage.getMessageSize() - InputMessage::CHECKSUM_LENGTH);
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