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github-actions[bot] authored Aug 26, 2024
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# Module html
# RPC service class, partial path of RPC policy file
3 changes: 3 additions & 0 deletions a-simple-game/WEB-INF/web.xml
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<?xml version="1.0" ?>
<web-app>
</web-app>
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music.mp3
drop.png
drop.mp3
background.png
libgdx.png
drop.wav
splash.png
bucket.png
18 changes: 18 additions & 0 deletions a-simple-game/assets/assets.txt
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d:assets:assets:0:application/unknown:1
a:music.mp3:music-0dabf305411b3b164dee90fd3e0e4fe2.mp3:2428442:audio/mpeg:1
i:drop.png:drop-6a0cf3dd42c5713c13388507e91ad3b1.png:2272:image/png:1
a:drop.mp3:drop-bd6e6155fe475c959deec856c21ae557.mp3:2922:audio/mpeg:1
i:background.png:background-630587cdc16918c903472844e8131d08.png:28891:image/png:1
t:assets.txt:assets-44339e9fdcfbe5c20f92661be62bb16a.txt:85:text/plain:1
i:libgdx.png:libgdx-3708f33d27b8977682d1bc8504e6a821.png:2458:image/png:1
a:drop.wav:drop-9bcc5d376fd504c51537ced31ac6383d.wav:121274:audio/x-wav:1
i:splash.png:splash-97df21ae8dfd80225a41e3a5d1f92f29.png:21888:image/png:1
i:bucket.png:bucket-db3e1099c14f58bff5ad49fc4011fbe2.png:4483:image/png:1
t:com/badlogic/gdx/graphics/g3d/particles/particles.fragment.glsl:particles.fragment-b90524761fdf09b0a836056d590c30b8.glsl:820:application/unknown:1
t:com/badlogic/gdx/graphics/g3d/particles/particles.vertex.glsl:particles.vertex-f25b8b2fae10b9bfa09bfdd484923148.glsl:2886:application/unknown:1
t:com/badlogic/gdx/graphics/g3d/shaders/default.fragment.glsl:default.fragment-e1c018bd48044c8b67c7bbc53145e540.glsl:5874:application/unknown:1
t:com/badlogic/gdx/graphics/g3d/shaders/default.vertex.glsl:default.vertex-28b7e77ea3f282ebd5b066ba256692c3.glsl:9096:application/unknown:1
t:com/badlogic/gdx/graphics/g3d/shaders/depth.fragment.glsl:depth.fragment-8341d5ce47fc398da575c9e294b6821b.glsl:869:application/unknown:1
t:com/badlogic/gdx/graphics/g3d/shaders/depth.vertex.glsl:depth.vertex-98a450f1f747c05eedb7122779187316.glsl:2931:application/unknown:1
t:com/badlogic/gdx/utils/lsans-15.fnt:lsans-15-5143ae9583bc43b1084f98062e054ae8.fnt:17711:application/unknown:1
i:com/badlogic/gdx/utils/lsans-15.png:lsans-15-8e00ff5b9dd15a3c18c1eb75f68c695a.png:10270:image/png:1
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#ifdef GL_ES
#define LOWP lowp
#define MED mediump
#define HIGH highp
precision mediump float;
#else
#define MED
#define LOWP
#define HIGH
#endif

#if defined(specularTextureFlag) || defined(specularColorFlag)
#define specularFlag
#endif

#ifdef normalFlag
varying vec3 v_normal;
#endif //normalFlag

#if defined(colorFlag)
varying vec4 v_color;
#endif

#ifdef blendedFlag
varying float v_opacity;
#ifdef alphaTestFlag
varying float v_alphaTest;
#endif //alphaTestFlag
#endif //blendedFlag

#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag)
#define textureFlag
#endif

#ifdef diffuseTextureFlag
varying MED vec2 v_diffuseUV;
#endif

#ifdef specularTextureFlag
varying MED vec2 v_specularUV;
#endif

#ifdef emissiveTextureFlag
varying MED vec2 v_emissiveUV;
#endif

#ifdef diffuseColorFlag
uniform vec4 u_diffuseColor;
#endif

#ifdef diffuseTextureFlag
uniform sampler2D u_diffuseTexture;
#endif

#ifdef specularColorFlag
uniform vec4 u_specularColor;
#endif

#ifdef specularTextureFlag
uniform sampler2D u_specularTexture;
#endif

#ifdef normalTextureFlag
uniform sampler2D u_normalTexture;
#endif

#ifdef emissiveColorFlag
uniform vec4 u_emissiveColor;
#endif

#ifdef emissiveTextureFlag
uniform sampler2D u_emissiveTexture;
#endif

#ifdef lightingFlag
varying vec3 v_lightDiffuse;

#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
#define ambientFlag
#endif //ambientFlag

#ifdef specularFlag
varying vec3 v_lightSpecular;
#endif //specularFlag

#ifdef shadowMapFlag
uniform sampler2D u_shadowTexture;
uniform float u_shadowPCFOffset;
varying vec3 v_shadowMapUv;
#define separateAmbientFlag

float getShadowness(vec2 offset)
{
const vec4 bitShifts = vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0);
return step(v_shadowMapUv.z, dot(texture2D(u_shadowTexture, v_shadowMapUv.xy + offset), bitShifts));//+(1.0/255.0));
}

float getShadow()
{
return (//getShadowness(vec2(0,0)) +
getShadowness(vec2(u_shadowPCFOffset, u_shadowPCFOffset)) +
getShadowness(vec2(-u_shadowPCFOffset, u_shadowPCFOffset)) +
getShadowness(vec2(u_shadowPCFOffset, -u_shadowPCFOffset)) +
getShadowness(vec2(-u_shadowPCFOffset, -u_shadowPCFOffset))) * 0.25;
}
#endif //shadowMapFlag

#if defined(ambientFlag) && defined(separateAmbientFlag)
varying vec3 v_ambientLight;
#endif //separateAmbientFlag

#endif //lightingFlag

#ifdef fogFlag
uniform vec4 u_fogColor;
varying float v_fog;
#endif // fogFlag

void main() {
#if defined(normalFlag)
vec3 normal = v_normal;
#endif // normalFlag

#if defined(diffuseTextureFlag) && defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor * v_color;
#elif defined(diffuseTextureFlag) && defined(diffuseColorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * u_diffuseColor;
#elif defined(diffuseTextureFlag) && defined(colorFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV) * v_color;
#elif defined(diffuseTextureFlag)
vec4 diffuse = texture2D(u_diffuseTexture, v_diffuseUV);
#elif defined(diffuseColorFlag) && defined(colorFlag)
vec4 diffuse = u_diffuseColor * v_color;
#elif defined(diffuseColorFlag)
vec4 diffuse = u_diffuseColor;
#elif defined(colorFlag)
vec4 diffuse = v_color;
#else
vec4 diffuse = vec4(1.0);
#endif

#if defined(emissiveTextureFlag) && defined(emissiveColorFlag)
vec4 emissive = texture2D(u_emissiveTexture, v_emissiveUV) * u_emissiveColor;
#elif defined(emissiveTextureFlag)
vec4 emissive = texture2D(u_emissiveTexture, v_emissiveUV);
#elif defined(emissiveColorFlag)
vec4 emissive = u_emissiveColor;
#else
vec4 emissive = vec4(0.0);
#endif

#if (!defined(lightingFlag))
gl_FragColor.rgb = diffuse.rgb + emissive.rgb;
#elif (!defined(specularFlag))
#if defined(ambientFlag) && defined(separateAmbientFlag)
#ifdef shadowMapFlag
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + getShadow() * v_lightDiffuse)) + emissive.rgb;
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
#else
gl_FragColor.rgb = (diffuse.rgb * (v_ambientLight + v_lightDiffuse)) + emissive.rgb;
#endif //shadowMapFlag
#else
#ifdef shadowMapFlag
gl_FragColor.rgb = getShadow() * (diffuse.rgb * v_lightDiffuse) + emissive.rgb;
#else
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + emissive.rgb;
#endif //shadowMapFlag
#endif
#else
#if defined(specularTextureFlag) && defined(specularColorFlag)
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * u_specularColor.rgb * v_lightSpecular;
#elif defined(specularTextureFlag)
vec3 specular = texture2D(u_specularTexture, v_specularUV).rgb * v_lightSpecular;
#elif defined(specularColorFlag)
vec3 specular = u_specularColor.rgb * v_lightSpecular;
#else
vec3 specular = v_lightSpecular;
#endif

#if defined(ambientFlag) && defined(separateAmbientFlag)
#ifdef shadowMapFlag
gl_FragColor.rgb = (diffuse.rgb * (getShadow() * v_lightDiffuse + v_ambientLight)) + specular + emissive.rgb;
//gl_FragColor.rgb = texture2D(u_shadowTexture, v_shadowMapUv.xy);
#else
gl_FragColor.rgb = (diffuse.rgb * (v_lightDiffuse + v_ambientLight)) + specular + emissive.rgb;
#endif //shadowMapFlag
#else
#ifdef shadowMapFlag
gl_FragColor.rgb = getShadow() * ((diffuse.rgb * v_lightDiffuse) + specular) + emissive.rgb;
#else
gl_FragColor.rgb = (diffuse.rgb * v_lightDiffuse) + specular + emissive.rgb;
#endif //shadowMapFlag
#endif
#endif //lightingFlag

#ifdef fogFlag
gl_FragColor.rgb = mix(gl_FragColor.rgb, u_fogColor.rgb, v_fog);
#endif // end fogFlag

#ifdef blendedFlag
gl_FragColor.a = diffuse.a * v_opacity;
#ifdef alphaTestFlag
if (gl_FragColor.a <= v_alphaTest)
discard;
#endif
#else
gl_FragColor.a = 1.0;
#endif

}
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