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Initial checkin

This commit is contained in:
Brian Fiete 2019-08-23 11:56:54 -07:00
parent c74712dad9
commit 078564ac9e
3242 changed files with 1616395 additions and 0 deletions

42
IDE/dist/shaders/Std.fx vendored Normal file
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Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 WindowSize;
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
output.Color = input.Color;
output.Tex = input.Tex;
output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
return tex2D.Sample(linearSampler, input.Tex) * input.Color;
}

15
IDE/dist/shaders/Std.vert vendored Normal file
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uniform mat4 screenMatrix;
attribute vec4 position;
attribute vec2 texCoord0;
attribute vec4 color;
varying vec4 varying_color;
varying vec2 varying_texCoord0;
void main()
{
gl_Position = screenMatrix * position;
varying_color = vec4(color.b * color.a, color.g * color.a, color.r * color.a, color.a);
varying_texCoord0 = texCoord0;
}

12
IDE/dist/shaders/Std_es.frag vendored Normal file
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precision lowp float;
uniform lowp sampler2D tex;
uniform lowp sampler2D tex2;
varying lowp vec4 varying_color;
varying mediump vec2 varying_texCoord0;
void main()
{
lowp vec4 color = texture2D(tex, varying_texCoord0);
gl_FragColor = color * varying_color;
}

17
IDE/dist/shaders/Std_es.vert vendored Normal file
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precision mediump float;
uniform mat4 screenMatrix;
attribute vec4 position;
attribute vec2 texCoord0;
attribute vec4 color;
precision lowp float;
varying lowp vec4 varying_color;
varying mediump vec2 varying_texCoord0;
void main()
{
gl_Position = screenMatrix * position;
varying_color = vec4(color.b * color.a, color.g * color.a, color.r * color.a, color.a);
varying_texCoord0 = texCoord0;
}

45
IDE/dist/shaders/Std_font.fx vendored Normal file
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Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 WindowSize;
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
output.Color = input.Color;
output.Tex = input.Tex;
output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
float4 aTex = tex2D.Sample(linearSampler, input.Tex);
float aGrey = input.Color.r * 0.299 + input.Color.g * 0.587 + input.Color.b * 0.114;
float a = lerp(aTex.a, aTex.r, aGrey);
return float4(a, a, a, a) * input.Color;
}

46
IDE/dist/shaders/Std_hue.fx vendored Normal file
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Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 WindowSize : register(vs, c0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
output.Tex = input.Tex;
output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
return output;
}
float4x4 ColorMatrix : register(ps, c0);
float4 PS(PS_INPUT input) : SV_Target
{
float4 col = tex2D.Sample(linearSampler, input.Tex) * input.Color;
col = mul(col, ColorMatrix);
//col += float4(0.1, 0.1, 0.1, 0.1);
return col;
}

43
IDE/dist/shaders/Std_hue_font.fx vendored Normal file
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Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 WindowSize : register(vs, c0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
output.Tex = input.Tex;
output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
return output;
}
float4x4 ColorMatrix : register(ps, c0);
float4 PS(PS_INPUT input) : SV_Target
{
float4 aTex = tex2D.Sample(linearSampler, input.Tex);
float aGrey = input.Color.r * 0.299 + input.Color.g * 0.587 + input.Color.b * 0.114;
float a = lerp(aTex.r, aTex.a, aGrey);
return float4(a, a, a, a) * input.Color;
}

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IDE/dist/shaders/std.fxo vendored Normal file

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