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a-simple-game/WEB-INF/deploy/html/rpcPolicyManifest/manifest.txt
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# Module html | ||
# RPC service class, partial path of RPC policy file |
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<?xml version="1.0" ?> | ||
<web-app> | ||
</web-app> |
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a-simple-game/assets/assets-44339e9fdcfbe5c20f92661be62bb16a.txt
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music.mp3 | ||
drop.png | ||
drop.mp3 | ||
background.png | ||
libgdx.png | ||
drop.wav | ||
splash.png | ||
bucket.png |
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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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210 changes: 210 additions & 0 deletions
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a-simple-game/assets/default.fragment-e1c018bd48044c8b67c7bbc53145e540.glsl
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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 | ||
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#if defined(specularTextureFlag) || defined(specularColorFlag) | ||
#define specularFlag | ||
#endif | ||
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#ifdef normalFlag | ||
varying vec3 v_normal; | ||
#endif //normalFlag | ||
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#if defined(colorFlag) | ||
varying vec4 v_color; | ||
#endif | ||
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#ifdef blendedFlag | ||
varying float v_opacity; | ||
#ifdef alphaTestFlag | ||
varying float v_alphaTest; | ||
#endif //alphaTestFlag | ||
#endif //blendedFlag | ||
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#if defined(diffuseTextureFlag) || defined(specularTextureFlag) || defined(emissiveTextureFlag) | ||
#define textureFlag | ||
#endif | ||
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#ifdef diffuseTextureFlag | ||
varying MED vec2 v_diffuseUV; | ||
#endif | ||
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#ifdef specularTextureFlag | ||
varying MED vec2 v_specularUV; | ||
#endif | ||
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#ifdef emissiveTextureFlag | ||
varying MED vec2 v_emissiveUV; | ||
#endif | ||
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#ifdef diffuseColorFlag | ||
uniform vec4 u_diffuseColor; | ||
#endif | ||
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#ifdef diffuseTextureFlag | ||
uniform sampler2D u_diffuseTexture; | ||
#endif | ||
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#ifdef specularColorFlag | ||
uniform vec4 u_specularColor; | ||
#endif | ||
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#ifdef specularTextureFlag | ||
uniform sampler2D u_specularTexture; | ||
#endif | ||
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#ifdef normalTextureFlag | ||
uniform sampler2D u_normalTexture; | ||
#endif | ||
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#ifdef emissiveColorFlag | ||
uniform vec4 u_emissiveColor; | ||
#endif | ||
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#ifdef emissiveTextureFlag | ||
uniform sampler2D u_emissiveTexture; | ||
#endif | ||
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#ifdef lightingFlag | ||
varying vec3 v_lightDiffuse; | ||
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#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag) | ||
#define ambientFlag | ||
#endif //ambientFlag | ||
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#ifdef specularFlag | ||
varying vec3 v_lightSpecular; | ||
#endif //specularFlag | ||
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#ifdef shadowMapFlag | ||
uniform sampler2D u_shadowTexture; | ||
uniform float u_shadowPCFOffset; | ||
varying vec3 v_shadowMapUv; | ||
#define separateAmbientFlag | ||
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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)); | ||
} | ||
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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 | ||
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#if defined(ambientFlag) && defined(separateAmbientFlag) | ||
varying vec3 v_ambientLight; | ||
#endif //separateAmbientFlag | ||
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#endif //lightingFlag | ||
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#ifdef fogFlag | ||
uniform vec4 u_fogColor; | ||
varying float v_fog; | ||
#endif // fogFlag | ||
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void main() { | ||
#if defined(normalFlag) | ||
vec3 normal = v_normal; | ||
#endif // normalFlag | ||
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#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 | ||
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#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 | ||
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#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 | ||
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#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 | ||
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#ifdef fogFlag | ||
gl_FragColor.rgb = mix(gl_FragColor.rgb, u_fogColor.rgb, v_fog); | ||
#endif // end fogFlag | ||
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#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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} |
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