First result
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8
assets/color-shader.fragment
Executable file
8
assets/color-shader.fragment
Executable file
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precision mediump float;
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uniform vec4 Color;
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void main()
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{
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gl_FragColor = Color;
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}
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8
assets/color-shader.vertex
Executable file
8
assets/color-shader.vertex
Executable file
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attribute vec3 vPosition;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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}
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11
assets/particle-shader.fragment
Executable file
11
assets/particle-shader.fragment
Executable file
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precision mediump float;
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varying vec2 texCoord;
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uniform sampler2D Texture;
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uniform vec4 Color;
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void main()
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{
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gl_FragColor = texture2D(Texture,texCoord) * Color;
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}
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12
assets/particle-shader.vertex
Executable file
12
assets/particle-shader.vertex
Executable file
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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BIN
assets/spark.png
Executable file
BIN
assets/spark.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 4.2 KiB |
100
assets/sparkler.json
Executable file
100
assets/sparkler.json
Executable file
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{
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"name": "Sparkler - бенгальский огонь",
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"emitters":
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[
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{
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"name": "Spark",
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"maxParticles": 300,
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"preloading": 100,
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"texturePath": "spark.png",
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"hasInertion": "false",
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"gravity": [0, -2, 0],
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"spawnRange_system": "PARTICLE_BIRTH",
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"spawnTotal":
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{
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"interpolation": "LINEAR_SPLINE",
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"isLooped": "false",
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"timeline":
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[
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{
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"t": 0.000,
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"value": 0
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},
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{
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"t": 0.001,
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"value": 0
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},
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{
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"t": 9.999,
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"value": 300
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},
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{
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"t": 10.000,
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"value": 300
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}
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]
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},
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"spawnRange":
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{
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"value": [ 0, 0, 360, 180 ]
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},
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"lifeTime":
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{
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"min": 0.100,
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"max": 1.000
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},
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"coords_system": "PARTICLE_BIRTH",
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"coords_axis_system": "PARTICLE_EFFECT",
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"rotation_system": "PARTICLE_BIRTH",
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"coords":
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{
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"interpolation": "CUBIC_SPLINE",
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"isLooped": "false",
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"timeline":
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[
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{
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"t": 0.000,
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"min": [ -1, -1, -1 ],
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"max": [ 1, 1, 1 ]
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},
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{
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"t": 1.000,
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"min": [ -2, -2, -2 ],
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"max": [ 2, 2, 2 ]
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}
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]
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},
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"rotation":
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{
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"value": [ 0, 0, 0 ]
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},
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"scale":
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{
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"interpolation": "DISCRETE",
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"isLooped": "false",
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"timeline":
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[
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{
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"value": [ 5, 5 ]
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}
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]
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},
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"color":
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{
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"value": [ 1, 1, 0, 1 ]
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}
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}
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]
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}
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90
assets/test.json
Executable file
90
assets/test.json
Executable file
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{
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"name": "Sparkler - бенгальский огонь",
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"emitters":
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[
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{
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"name": "Spark",
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"maxParticles": 300,
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"preloading": 100,
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"texturePath": "spark.png",
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"hasInertion": "false",
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"gravity": [0, 0, 0],
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"spawnRange_system": "PARTICLE_BIRTH",
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"spawnTotal":
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{
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"interpolation": "LINEAR_SPLINE",
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"isLooped": "false",
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"timeline":
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[
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{
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"t": 0,
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"value": 0
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},
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{
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"t": 10,
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"value": 1000
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}
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]
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},
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"spawnRange":
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{
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"value": [ 90, 0, 0, 360 ]
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},
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"lifeTime":
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{
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"min": 0.1,
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"max": 0.3
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},
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"coords_system": "PARTICLE_EFFECT",
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"coords_axis_system": "PARTICLE_BIRTH",
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"rotation_system": "PARTICLE_EFFECT",
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"coords":
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{
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"interpolation": "LINEAR_SPLINE",
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"isLooped": "false",
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"timeline":
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[
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{
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"t": 0.000,
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"value": [ 0, 0, 0 ]
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},
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{
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"t": 1.000,
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"value": [ 0, 0, 400 ]
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}
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]
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},
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"rotation":
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{
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"value": [ 0, 0, 0 ]
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},
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"scale":
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{
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"interpolation": "DISCRETE",
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"isLooped": "false",
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"timeline":
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[
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{
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"value": [ 20, 20 ]
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}
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]
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},
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"color":
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{
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"value": [ 1, 1, 0, 1 ]
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}
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}
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]
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}
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@ -6,5 +6,5 @@ uniform sampler2D Texture;
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void main()
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{
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gl_FragColor = texture2D(Texture,texCoord).rgba
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gl_FragColor = texture2D(Texture,texCoord);
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}
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@ -4,10 +4,9 @@ attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(vPosition.xyz, 1.0);
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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#include "include/Engine.h"
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#include <boost/property_tree/json_parser.hpp>
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TMyApplication* Application;
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@ -34,32 +36,53 @@ void TMyApplication::InnerInit()
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srand (static_cast<size_t>(time(NULL)));
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ResourceManager->ShaderManager.AddShader("DefaultShader", "texture-shader.vertex", "texture-shader.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->ShaderManager.AddShader("ColorShader", "color-shader.vertex", "color-shader.fragment");
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ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "particle-shader.vertex", "particle-shader.fragment");
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Renderer->PushShader("ColorShader");
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ResourceManager->FrameManager.AddFrameRenderBuffer("FrameBuffer", Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight());
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float width = Renderer->GetScreenWidth();
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float height = Renderer->GetScreenHeight();
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Renderer->SetOrthoProjection();
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Renderer->PushProjectionMatrix(width, height, -1, 1);
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//Renderer->SetFullScreenViewport();
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boost::property_tree::ptree JSONsource;
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boost::property_tree::json_parser::read_json(ST::PathToResources + "test.json", JSONsource);
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sparkler.parse(JSONsource); // parse JSON
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sparkler.load(); // load textures
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sparkler.setCoords({ width / 2, height / 2, 0 });
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}
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void TMyApplication::InnerDeinit()
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{
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}
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void TMyApplication::InnerOnTapDown(Vector2f p)
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{
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}
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void TMyApplication::InnerOnTapUp(Vector2f p)
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{
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}
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void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
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void TMyApplication::InnerOnMouseDown(TMouseState& mouseState)
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{
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if (mouseState.LeftButtonPressed)
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{
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sparkler.setCoords({ (float)mouseState.X, (float)mouseState.Y, 0 });
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}
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else if (mouseState.RightButtonPressed)
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{
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if (sparkler.isSpawning())
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{
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sparkler.stopSpawn();
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}
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else
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{
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sparkler.startSpawn();
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}
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}
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}
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void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
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{
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sparkler.setCoords({ p[0], p[1], 0 });
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}
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void TMyApplication::InnerDraw()
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@ -69,10 +92,16 @@ void TMyApplication::InnerDraw()
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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sparkler.draw();
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}
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void TMyApplication::InnerUpdate(size_t dt)
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{
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if (dt > 50)
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{
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dt = 50;
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}
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sparkler.update(dt / 1000.f);
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}
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@ -39,6 +39,8 @@ extern boost::signals2::signal<void()> OnDrawSignal;
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class TMyApplication : public TApplication
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{
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protected:
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ParticleEffect sparkler;
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public:
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TMyApplication() : TApplication() { }
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@ -50,11 +52,7 @@ public:
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virtual void InnerUpdate(size_t dt);
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virtual void InnerOnTapDown(Vector2f p);
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virtual void InnerOnTapUp(Vector2f p);
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virtual void InnerOnTapUpAfterMove(Vector2f p);
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virtual void InnerOnMouseDown(TMouseState& mouseState);
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virtual void InnerOnMove(Vector2f p, Vector2f shift);
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