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Orbinaut Framework 2
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TrianglyRU committed Sep 6, 2024
1 parent 3fcb83a commit 95ca7aa
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3 changes: 3 additions & 0 deletions .editorconfig
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[*]
indent_style = tab
indent_size = 4
2 changes: 2 additions & 0 deletions .gitattributes
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# Re-classify .yy files (for GMS 2 projects)
*.yy linguist-language=GML
4 changes: 4 additions & 0 deletions .gitignore
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# OS generated files #
######################
.DS_Store
.DS_Store?
617 changes: 617 additions & 0 deletions OrbinautFramework2.resource_order

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711 changes: 711 additions & 0 deletions OrbinautFramework2.yyp

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48 changes: 48 additions & 0 deletions _dependencies/_orbinaut_filter_distortion/GameMaker.fxh
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// Compatibility stuff:

#define vec4 float4
#define vec3 float3
#define vec2 float2
#define mat4 float4x4
#define mix lerp
#define fract frac
#define gl_FragColor gl_Color[0]
#define gl_FragCoord gl_Position
#define attribute static
#define varying static

uniform sampler2D gm_BaseTexture : register(s0) /* = sampler_state { Texture = (gm_BaseTextureSkeleton); }*/ ;
uniform mat4 MVPTransform : register(c0); // IDE only, the world projection matrix.

struct VS_INPUT
{
vec3 _in_Position : POSITION;
vec3 _in_Normal : NORMAL0;
vec4 _in_Colour : COLOR0;
vec2 _in_TextureCoord : TEXCOORD0;
};

struct VS_OUTPUT
{
vec4 gl_Position : POSITION;
vec4 v0 : TEXCOORD0;
vec2 v1 : TEXCOORD1;
};

struct PS_OUTPUT
{
vec4 gl_Color0 : COLOR0;
// GLSL ES only has one render target, as such we only return one color.
// add more colors if you wish to support MRT here...
};

// a wrapper around texture2D() that can be used in for() loops.
vec4 gltexture2D(sampler2D _s, vec2 _uv)
{
return tex2Dlod(_s, vec4(_uv, 0.0, 0.0));
}

float mod(float v1, float v2)
{
return (v1 % v2);
}
7 changes: 7 additions & 0 deletions _dependencies/_orbinaut_filter_distortion/MAKE_FXB.cmd
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@echo off
fxc /Ges /Vi /T fx_2_0 /Fo _orbinaut_filter_distortion.fxb _orbinaut_filter_distortion.fx
echo.
echo.
echo Restart the IDE.
pause
exit
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#include "GameMaker.fxh"

// compile as:
// fxc /Ges /Vi /T fx_2_0 /Fo _filter_waves.fxb _filter_waves.fx

// Attributes
attribute vec3 in_Position;
attribute vec3 in_Normal; // (usually unused)
attribute vec4 in_Colour;
attribute vec2 in_TextureCoord;

// aka GLSL vars:
// GLSL ES has only one render target, so one element in the array.
// if we had more than one target, we'd increment this array's size.
static vec4 gl_Color[1];
static vec4 gl_Position;

varying vec2 v_vTexcoord;
varying vec4 v_vColour;

// registers s0 and c0 are reserved by GameMaker.fxh and are passed by the IDE
// they should NOT be used.

// uniforms go here:
uniform float g_WaveY1 : register(c1);
uniform float g_WaveY2 : register(c2);
uniform float g_Bound1 : register(c3);
uniform float g_Bound2 : register(c4);
uniform float g_Bound3 : register(c5);
uniform float g_ScreenWid : register(c6);

// Vertex Shader main:
void Vgl_main()
{
gl_Position = mul(vec4(in_Position.xyz, 1.), MVPTransform);
v_vTexcoord = in_TextureCoord;
v_vColour = in_Colour;
}

// Fragment Shader main:
void Pgl_main()
{
gl_FragColor = v_vColour * gltexture2D(gm_BaseTexture, v_vTexcoord);
}

VS_OUTPUT Vmain(VS_INPUT input)
{
in_Position = input._in_Position;
in_Normal = input._in_Normal;
in_Colour = input._in_Colour;
in_TextureCoord = input._in_TextureCoord;

Vgl_main();

VS_OUTPUT output;
output.gl_Position.x = gl_Position.x;
output.gl_Position.y = gl_Position.y;
output.gl_Position.z = gl_Position.z;
output.gl_Position.w = gl_Position.w;
output.v0 = v_vColour;
output.v1 = v_vTexcoord;

return output;
}

PS_OUTPUT Pmain(VS_OUTPUT input)
{
v_vColour = input.v0;
v_vTexcoord = input.v1.xy;

Pgl_main();

PS_OUTPUT output;
output.gl_Color0 = gl_Color[0];
return output;
}

technique _filter_glitchShader
{
pass MainPass1
{
VertexShader = compile vs_3_0 Vmain();
PixelShader = compile ps_3_0 Pmain();
}
}
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{
"FolderOrderSettings":[],
"ResourceOrderSettings":[],
}

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{
"name": "_orbinaut_filter_distortion",
"displayname": "Orbinaut Distortion",
"type": "filter",
"parameters": [
{
"name": "g_WaveY1",
"displayname": "WaveY 1",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_WaveY2",
"displayname": "WaveY 2",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_Bound1",
"displayname": "Bound 1",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_Bound2",
"displayname": "Bound 2",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_Bound3",
"displayname": "Bound 3",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_ScreenWid",
"displayname": "Screen Width",
"type": "float",
"elements": 1,
"default": 0.0,
"min": 0.0,
"max": 0.0
},
{
"name": "g_WaveHeight1",
"displayname": "Wave Height 1",
"type": "float",
"elements": 1,
"default": 256.0,
"min": 0.0,
"max": 256.0
},
{
"name": "g_WaveHeight2",
"displayname": "Wave Height 2",
"type": "float",
"elements": 1,
"default": 256.0,
"min": 0.0,
"max": 256.0
},
{
"name": "g_WaveData1",
"displayname": "Wave Data 1",
"type": "float",
"elements": 256
},
{
"name": "g_WaveData2",
"displayname": "Wave Data 2",
"type": "float",
"elements": 256
}
]
}

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