Добавить ресурсы маджонга

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2019-09-05 12:02:21 +03:00
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incheckning 835cf7a88f
12 ändrade filer med 324 tillägg och 0 borttagningar

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kmahjongg-layout-v1.0
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kmahjongg-layout-v1.0
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kmahjongg-layout-v1.0
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фишка/2019-08-16.blend Normal file

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фишка/2019-08-16.osgt Normal 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 {
0 1 2
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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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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;
}