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Добавить ресурсы маджонга

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      Раскладка/2019-08-16.js
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      раскладки/X_shaped.layout
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      текстуры/livesession-1.png
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      текстуры/заглушка.png
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      текстуры/шаблон/2019-08-16.png
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      текстуры/шаблон/2019-08-16.xcf
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      фишка/2019-08-16.osgt
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      шейдеры/освещение-изображение.frag
  12. +16
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      шейдеры/освещение-изображение.vert

Раскладка_2019-08-16.js → Раскладка/2019-08-16.js View File


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раскладки/X_shaped.layout View File

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kmahjongg-layout-v1.0
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kmahjongg-layout-v1.0
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раскладки/тест-поражение.layout View File

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kmahjongg-layout-v1.0
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текстуры/livesession-1.png View File

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текстуры/заглушка.png View File

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текстуры/шаблон/2019-08-16.png View File

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текстуры/шаблон/2019-08-16.xcf View File


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фишка/2019-08-16.blend View File


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фишка/2019-08-16.osgt View File

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#Ascii Scene
#Version 92
#Generator osgexport 0.13.0

osg::Group {
UniqueID 23
Name "Root"
Children 1 {
osg::MatrixTransform {
UniqueID 0
Name "Cube"
Children 1 {
osg::Geode {
UniqueID 22
Name "GeodeCube"
Drawables 1 {
osg::Geometry {
UniqueID 2
Name "Cube"
PrimitiveSetList 1 {
DrawElementsUInt GL_TRIANGLES 36 {
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Indices FALSE
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}
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шейдеры/освещение-изображение.frag View File

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#ifdef GL_ES
precision highp float;
#endif

varying vec3 position;
varying vec3 normal;

const vec3 lightPosition = vec3(10, 20, 10);

varying vec2 texCoord;
uniform sampler2D image;

float lambertianReflectanceStrength(vec3 position, vec3 lightPosition)
{
vec3 lightDirection = normalize(lightPosition - position);
// Light flux direction.
float strength = dot(normal, lightDirection);
float diffuse = max(strength, 0.2);

return diffuse;
}

void main()
{
vec3 texColor = texture2D(image, texCoord).rgb;
vec3 finalColor = texColor * lambertianReflectanceStrength(position, lightPosition);
gl_FragColor = vec4(finalColor, 1.0);
}

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шейдеры/освещение-изображение.vert View File

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varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;

void main()
{
// Translate vertex coordinates from model/object space to screen one.
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

// Pass vertex coordinates and normal into camera/eye space.
position = vec3(gl_ModelViewMatrix * gl_Vertex);
normal = vec3(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
// Pass texture coordinate.
texCoord = gl_MultiTexCoord0.xy;
}

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