-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
55 lines
926 B
GLSL
55 lines
926 B
GLSL
precision mediump int;
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precision mediump float;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#define TEX(x,y) texture2D(x,y)
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#if __VERSION__ >290
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#define M_IN in mediump
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#define L_IN in lowp
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#else
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#define M_IN varying mediump
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#define L_IN varying lowp
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#endif
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#else
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#define TEX(x,y) texture(x,y)
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#if __VERSION__ > 320
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#define M_IN in
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#define L_IN in
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#else
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#define M_IN varying
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#define L_IN varying
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#endif
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#endif
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M_IN vec2 uv;
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M_IN vec4 color;
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/*
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#ifdef GLES
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#if __VERSION__ >290
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in mediump vec2 uv;
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#else
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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in vec2 uv;
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#else
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varying vec2 uv;
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#endif
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#endif*/
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//layout(binding = 0)uniform sampler2D tex;
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uniform sampler2D tex;
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//layout(location = 0) out vec4 outColor;
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void main()
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{
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gl_FragColor = TEX(tex,uv) * color;
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if(gl_FragColor.a < 0.01)discard;
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}
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