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[*] | ||
indent_style = tab | ||
indent_size = 4 |
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# Re-classify .yy files (for GMS 2 projects) | ||
*.yy linguist-language=GML |
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# OS generated files # | ||
###################### | ||
.DS_Store | ||
.DS_Store? |
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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 | ||
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uniform sampler2D gm_BaseTexture : register(s0) /* = sampler_state { Texture = (gm_BaseTextureSkeleton); }*/ ; | ||
uniform mat4 MVPTransform : register(c0); // IDE only, the world projection matrix. | ||
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struct VS_INPUT | ||
{ | ||
vec3 _in_Position : POSITION; | ||
vec3 _in_Normal : NORMAL0; | ||
vec4 _in_Colour : COLOR0; | ||
vec2 _in_TextureCoord : TEXCOORD0; | ||
}; | ||
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struct VS_OUTPUT | ||
{ | ||
vec4 gl_Position : POSITION; | ||
vec4 v0 : TEXCOORD0; | ||
vec2 v1 : TEXCOORD1; | ||
}; | ||
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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... | ||
}; | ||
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// 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)); | ||
} | ||
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float mod(float v1, float v2) | ||
{ | ||
return (v1 % v2); | ||
} |
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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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_dependencies/_orbinaut_filter_distortion/_orbinaut_filter_distortion.fx
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#include "GameMaker.fxh" | ||
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// compile as: | ||
// fxc /Ges /Vi /T fx_2_0 /Fo _filter_waves.fxb _filter_waves.fx | ||
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// Attributes | ||
attribute vec3 in_Position; | ||
attribute vec3 in_Normal; // (usually unused) | ||
attribute vec4 in_Colour; | ||
attribute vec2 in_TextureCoord; | ||
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// 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; | ||
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varying vec2 v_vTexcoord; | ||
varying vec4 v_vColour; | ||
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// registers s0 and c0 are reserved by GameMaker.fxh and are passed by the IDE | ||
// they should NOT be used. | ||
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// 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); | ||
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// Vertex Shader main: | ||
void Vgl_main() | ||
{ | ||
gl_Position = mul(vec4(in_Position.xyz, 1.), MVPTransform); | ||
v_vTexcoord = in_TextureCoord; | ||
v_vColour = in_Colour; | ||
} | ||
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// Fragment Shader main: | ||
void Pgl_main() | ||
{ | ||
gl_FragColor = v_vColour * gltexture2D(gm_BaseTexture, v_vTexcoord); | ||
} | ||
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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; | ||
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Vgl_main(); | ||
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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; | ||
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return output; | ||
} | ||
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PS_OUTPUT Pmain(VS_OUTPUT input) | ||
{ | ||
v_vColour = input.v0; | ||
v_vTexcoord = input.v1.xy; | ||
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Pgl_main(); | ||
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PS_OUTPUT output; | ||
output.gl_Color0 = gl_Color[0]; | ||
return output; | ||
} | ||
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technique _filter_glitchShader | ||
{ | ||
pass MainPass1 | ||
{ | ||
VertexShader = compile vs_3_0 Vmain(); | ||
PixelShader = compile ps_3_0 Pmain(); | ||
} | ||
} |
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_dependencies/_orbinaut_filter_distortion/_orbinaut_filter_distortion.fxb
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_dependencies/_orbinaut_filter_distortion/project/_orbinaut_filter_distortion.resource_order
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{ | ||
"FolderOrderSettings":[], | ||
"ResourceOrderSettings":[], | ||
} |
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_dependencies/_orbinaut_filter_distortion/project/_orbinaut_filter_distortion.yyp
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_dependencies/_orbinaut_filter_distortion/project/datafiles/filterdef.json
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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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_dependencies/_orbinaut_filter_distortion/project/options/android/options_android.yy
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