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master
Михаил Капелько преди 4 години
родител
ревизия
835cf7a88f
променени са 12 файла, в които са добавени 324 реда и са изтрити 0 реда
  1. +0
    -0
      Раскладка/2019-08-16.js
  2. +81
    -0
      раскладки/X_shaped.layout
  3. +17
    -0
      раскладки/тест-победа.layout
  4. +33
    -0
      раскладки/тест-поражение.layout
  5. Двоични данни
      текстуры/livesession-1.png
  6. Двоични данни
      текстуры/заглушка.png
  7. Двоични данни
      текстуры/шаблон/2019-08-16.png
  8. Двоични данни
      текстуры/шаблон/2019-08-16.xcf
  9. Двоични данни
      фишка/2019-08-16.blend
  10. +149
    -0
      фишка/2019-08-16.osgt
  11. +28
    -0
      шейдеры/освещение-изображение.frag
  12. +16
    -0
      шейдеры/освещение-изображение.vert

Раскладка_2019-08-16.js → Раскладка/2019-08-16.js Целия файл


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раскладки/X_shaped.layout Целия файл

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kmahjongg-layout-v1.0
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........121212....121212........
........434343....434343........
..121212121212....121212121212..
..434343434343....434343434343..
...1212121212......1212121212...
...4343434343......4343434343...
.........1212......1212.........
.........4343......4343.........
..........1212....12............
..........4343....43............
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...4343434343......4343434343...
.....12121212......12121212.....
.....43434343......43434343.....
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.....12121212......12121212.....
.....43434343......43434343.....
.......1212..........1212.......
.......4343..........4343.......
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.......434343......434343.......
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раскладки/тест-победа.layout Целия файл

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kmahjongg-layout-v1.0
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............434343..............
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раскладки/тест-поражение.layout Целия файл

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kmahjongg-layout-v1.0
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Двоични данни
текстуры/livesession-1.png Целия файл

Before After
Width: 512  |  Height: 512  |  Size: 177KB

Двоични данни
текстуры/заглушка.png Целия файл

Before After
Width: 2  |  Height: 2  |  Size: 135B

Двоични данни
текстуры/шаблон/2019-08-16.png Целия файл

Before After
Width: 1024  |  Height: 1024  |  Size: 25KB

Двоични данни
текстуры/шаблон/2019-08-16.xcf Целия файл


Двоични данни
фишка/2019-08-16.blend Целия файл


+ 149
- 0
фишка/2019-08-16.osgt Целия файл

@@ -0,0 +1,149 @@
#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
3 4 5
6 7 8
9 10 11
12 13 14
15 16 17
0 18 1
3 19 4
6 20 7
9 21 10
12 22 13
15 23 16
}
}
VertexData {
Array TRUE ArrayID 0 Vec3fArray 24 {
1.00000 1.50000 0.00000
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}
Indices FALSE
Binding BIND_PER_VERTEX
Normalize 0
}
NormalData {
Array TRUE ArrayID 1 Vec3fArray 24 {
0.00000 -0.00000 -1.00000
0.00000 -0.00000 -1.00000
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0.00000 0.00000 1.00000
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0.00000 1.00000 0.00000
}
Indices FALSE
Binding BIND_PER_VERTEX
Normalize 0
}
TexCoordData 2 {
Data {
Array TRUE ArrayID 2 Vec2fArray 24 {
0.40000 0.50000
0.80000 0.00000
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0.00000 0.00000
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0.00000 1.00000
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}
Indices FALSE
Binding BIND_PER_VERTEX
Normalize 0
}
Data {
Array TRUE ArrayID 2
Indices FALSE
Binding BIND_PER_VERTEX
Normalize 0
}
}
}
}
}
}
Matrix {
1.00000 0.00000 0.00000 0.00000
0.00000 1.00000 0.00000 0.00000
0.00000 0.00000 1.00000 0.00000
0.00000 0.00000 0.00000 1.00000
}
}
}
}

+ 28
- 0
шейдеры/освещение-изображение.frag Целия файл

@@ -0,0 +1,28 @@
#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);
}

+ 16
- 0
шейдеры/освещение-изображение.vert Целия файл

@@ -0,0 +1,16 @@
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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