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https://github.com/Ttanasart-pt/Pixel-Composer.git
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rm combine
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@ -38,7 +38,7 @@
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LATEST_VERSION = 11700;
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LATEST_VERSION = 11700;
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VERSION = 11740;
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VERSION = 11740;
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SAVE_VERSION = 11700;
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SAVE_VERSION = 11700;
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VERSION_STRING = "1.17.4.003";
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VERSION_STRING = "1.17.4.004";
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BUILD_NUMBER = 11740;
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BUILD_NUMBER = 11740;
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globalvar HOTKEYS, HOTKEY_CONTEXT;
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globalvar HOTKEYS, HOTKEY_CONTEXT;
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@ -27,6 +27,7 @@ uniform int opLength;
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///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////
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uniform int shapeAmount;
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uniform int shapeAmount;
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uniform int shape[MAX_SHAPES] ;
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uniform int shape[MAX_SHAPES] ;
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uniform vec3 size[MAX_SHAPES] ;
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uniform vec3 size[MAX_SHAPES] ;
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uniform float radius[MAX_SHAPES] ;
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uniform float radius[MAX_SHAPES] ;
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@ -581,7 +582,7 @@ vec4 scene(int index, out float depth, out vec3 coll, out vec3 norm) {
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return vec4(0.);
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return vec4(0.);
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vec3 c = useTexture[index] == 1?
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vec3 c = useTexture[index] == 1?
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boxmap(int(TEXTURE_S) + index, coll * textureScale[index], norm, triplanar[index]).rgb * diffuseColor[index].rgb :
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boxmap(int(TEXTURE_S) + index, irotMatrix * coll * textureScale[index], irotMatrix * norm, triplanar[index]).rgb * diffuseColor[index].rgb :
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diffuseColor[index].rgb;
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diffuseColor[index].rgb;
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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@ -608,26 +609,6 @@ vec4 scene(int index, out float depth, out vec3 coll, out vec3 norm) {
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return vec4(c, 1.);
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return vec4(c, 1.);
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}
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}
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vec4 sceneBlend(float depth, vec4 color, vec3 norm) {
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if(depth > viewRange.y - EPSILON) // Not hitting anything.
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return vec4(0.);
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vec3 c = color.rgb;
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///////////////////////////////////////////////////////////
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float distNorm = (depth - viewRange.x) / (viewRange.y - viewRange.x);
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distNorm = 1. - distNorm;
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distNorm = smoothstep(.0, .3, distNorm);
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c = mix(c * background.rgb, c, mix(1., distNorm, depthInt));
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vec3 light = normalize(lightPosition);
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float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
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c = mix(c * background.rgb, c, lamo);
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return vec4(c, 1.);
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}
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vec4 blend(in vec4 bg, in vec4 fg) {
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vec4 blend(in vec4 bg, in vec4 fg) {
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float al = fg.a + bg.a * (1. - fg.a);
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float al = fg.a + bg.a * (1. - fg.a);
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if(al == 0.) return bg;
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if(al == 0.) return bg;
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@ -674,8 +655,6 @@ vec4 operate() {
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n2 = norml[top];
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n2 = norml[top];
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if(opr == 100) {
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if(opr == 100) {
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if(d1 < yy || d2 < yy) {
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if(d1 < d2) {
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if(d1 < d2) {
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color[top] = c1;
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color[top] = c1;
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depth[top] = d1;
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depth[top] = d1;
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@ -685,15 +664,6 @@ vec4 operate() {
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depth[top] = d2;
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depth[top] = d2;
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norml[top] = n2;
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norml[top] = n2;
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}
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}
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} else {
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color[top] = vec4(0.);
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depth[top] = 0.;
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norml[top] = vec3(0.);
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}
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top++;
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top++;
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}
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}
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}
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}
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