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https://github.com/Ttanasart-pt/Pixel-Composer.git
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Update warp algo
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parent
84ea17c76b
commit
35eb2f9ef4
13 changed files with 131 additions and 0 deletions
3
scripts/Script610/Script610.gml
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scripts/Script610/Script610.gml
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function Script610(){
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}
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scripts/node_area611/node_area611.gml
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scripts/node_area611/node_area611.gml
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function node_area611(){
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}
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scripts/node_lerp609/node_lerp609.gml
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scripts/node_lerp609/node_lerp609.gml
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function node_lerp609(){
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}
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scripts/node_perlin612/node_perlin612.gml
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scripts/node_perlin612/node_perlin612.gml
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function node_perlin612(){
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}
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scripts/node_wrap608/node_wrap608.gml
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scripts/node_wrap608/node_wrap608.gml
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function node_wrap608(){
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}
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10
shaders/Shader182/Shader182.fsh
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shaders/Shader182/Shader182.fsh
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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}
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19
shaders/Shader182/Shader182.vsh
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shaders/Shader182/Shader182.vsh
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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10
shaders/Shader184/Shader184.fsh
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shaders/Shader184/Shader184.fsh
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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}
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19
shaders/Shader184/Shader184.vsh
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shaders/Shader184/Shader184.vsh
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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}
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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10
shaders/sh_warp_4points183/sh_warp_4points183.fsh
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shaders/sh_warp_4points183/sh_warp_4points183.fsh
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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}
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19
shaders/sh_warp_4points183/sh_warp_4points183.vsh
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shaders/sh_warp_4points183/sh_warp_4points183.vsh
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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