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stgsharp/StgSharp.Common/Internal/InternalResource.cs
T

107 lines
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="InternalResource.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Internal
{
internal partial class InternalIO
{
#region ControllingItemRender
internal const string ControlItemRenderVertexShader = """
""";
#endregion
#region CollisionTexture
internal static ReadOnlySpan<byte> CollisionTextureVertexShader
{
get => """
#version 430 core
layout(location = 0) in vec2 localCollisionCoord;
layout(location = 1) in vec2 spaceCoord;
layout(location = 2) in float rotation;
layout(location = 3) in float scaling;
uniform vec2 target;
uniform mat2 projection;
void main()
{
mat2 scaling = mat2(
scaling,0,
0,scaling );
mat2 rotation = mat2(
cos(rotation),-sin(rotation),
sin(rotation),cos(rotation) );
vec2 realCoord = (rotation * scaling * localCollisionCoord) + spaceCoord - target;
realCoord = projection * realCoord;
float dist = distance(realCoord, vec2(0,0));
float angle = atan(realCoord.y, realCoord.x);
gl_Position = vec4(angle, realCoord.y, dist, 1);
}
"""u8;
}
internal static ReadOnlySpan<byte> CollisionTextureFragmentShader
{
get => """
#version 430 core
out vec4 Color;
uniform float range;
void main()
{
float dist = gl_FragCoord.z;
if(dist > range)
{
discard;
}
dist /= range;
gl_FragDepth = min(dist, gl_FragDepth);
Color = vec4(dist,0,0,1);
}
"""u8;
}
#endregion
}
}