[update] Implemented a glitch effect for TextProgram.
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d5039cc431
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@ -3,6 +3,7 @@ module sj.SelectScene;
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import std.conv,
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std.math,
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std.random,
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std.variant;
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import derelict.sfml2.audio;
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@ -113,6 +114,13 @@ private abstract class AbstractSceneState {
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enum LoadingCubeRotationSpeed = vec3(0, PI/5, PI/10);
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enum LoadingCubeInterval = 0.06;
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enum TitleTextSize = 40;
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enum TitleTextScale = vec3(-0.002, 0.002, 0.002);
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enum TitleTextTranslation = vec3(0, -0.4, 0);
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enum TitleTextRandomTranslationRange = 0.02;
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enum TitleTextRandomScaleRange = 0.0003;
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this(SelectScene owner) {
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owner_ = owner;
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}
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@ -212,14 +220,23 @@ private class SongAppearState : AbstractSceneState {
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const song = owner.songs_[song_index_];
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with (owner.text_) {
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const w = LoadGlyphs(vec2i(256, 64),
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song.name.to!dstring, vec2i(40, 0), owner.fonts_.gothic);
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matrix.scale = vec3(-0.002, 0.002, 0.002);
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matrix.translation = vec3(-w/2*matrix.scale.x, -0.4, 0);
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song.name.to!dstring, vec2i(TitleTextSize, 0), owner.fonts_.gothic);
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matrix.scale = TitleTextScale;
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matrix.translation = TitleTextTranslation + vec3(-w/2*matrix.scale.x, 0, 0);
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}
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}
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override UpdateResult Update(KeyInput input) {
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const ratio = anime_.Update();
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if (owner.text_.frame++%10 > 7) {
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alias RT = TitleTextRandomTranslationRange;
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owner.text_.matrix.translation += vec3(
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uniform(-RT, RT), uniform(-RT, RT), uniform(-RT, RT));
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alias RS = TitleTextRandomScaleRange;
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owner.text_.matrix.scale += vec3(
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uniform(-RS, RS), uniform(-RS, RS), 0);
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}
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with (owner.lobby_) {
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cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
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cube_interval = cube_interval_ease_.Calculate(ratio);
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@ -260,10 +277,35 @@ private class SongWaitState : AbstractSceneState {
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auto song = owner.songs_[song_index_];
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song.PlayForPreview();
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with (owner.text_) {
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matrix.scale = TitleTextScale;
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matrix.translation =
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TitleTextTranslation + vec3(-modelWidth/2*matrix.scale.x, 0, 0);
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frame = 0;
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}
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frame_ = 0;
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}
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override UpdateResult Update(KeyInput input) {
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owner.lobby_.cube_matrix.rotation += CubeRotationSpeed;
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if (frame_%10 == 0) with (owner.text_) {
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++frame;
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if (frame_%100 == 0) {
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matrix.scale = TitleTextScale;
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matrix.translation =
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TitleTextTranslation + vec3(-modelWidth/2*matrix.scale.x, 0, 0);
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} else if (frame_%20 == 0) {
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alias RT = TitleTextRandomTranslationRange;
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matrix.translation += vec3(uniform(-RT, RT), uniform(-RT, RT), uniform(-RT, RT));
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alias RS = TitleTextRandomScaleRange;
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matrix.scale += vec3(uniform(-RS, RS), uniform(-RS, RS), 0);
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}
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}
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if (input.right) {
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song.StopPlaying();
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song_appear_state_.Initialize(++song_index_%owner.songs_.length);
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@ -274,6 +316,8 @@ private class SongWaitState : AbstractSceneState {
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owner.title_scene_.Initialize();
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return CreateResult(owner.title_scene_);
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}
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++frame_;
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return CreateResult(this);
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}
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@ -285,4 +329,6 @@ private class SongWaitState : AbstractSceneState {
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SongAppearState song_appear_state_;
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size_t song_index_;
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int frame_;
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}
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@ -44,8 +44,8 @@ class Text {
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gloader.pxHeight = charsz.y;
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gloader.flags = FT_LOAD_DEFAULT | FT_LOAD_RENDER;
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model_width_ = 0;
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int bmp_width;
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float text_width = 0;
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foreach (c; text) {
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with (gloader) {
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character = c;
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@ -60,7 +60,7 @@ class Text {
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const bearing_y = m.horiBearingY*1f / m.height * srcsz.y;
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const advance = m.horiAdvance *1f / m.width * srcsz.x;
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const posleft = text_width + bearing_x;
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const posleft = model_width_ + bearing_x;
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const posright = posleft + srcsz.x;
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const postop = bearing_y;
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const posbottom = postop - srcsz.y;
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@ -95,7 +95,7 @@ class Text {
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*vertices_ptr++ = uvbottom;
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bmp_width += srcsz.x;
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text_width += advance;
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model_width_ += advance;
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}
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texture_.Bind();
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@ -133,7 +133,7 @@ class Text {
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}
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index_count_ = indices_ptr - indices_data.entity;
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return text_width;
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return model_width_;
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}
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///
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@ -145,17 +145,25 @@ class Text {
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void Draw(mat4 proj, mat4 view) {
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if (index_count_ == 0) return;
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program_.Use(proj, view, matrix.Create(), texture_, color);
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program_.Use(proj, view,
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matrix.Create(), texture_, color, frame, model_width_);
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vao_.Bind();
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indices_.Bind();
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gl.DrawElements(GL_TRIANGLE_STRIP, index_count_.to!int, GL_UNSIGNED_SHORT, null);
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}
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///
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@property float modelWidth() const {
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return model_width_;
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}
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///
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ModelMatrixFactory!4 matrix;
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///
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vec4 color = vec4(0, 0, 0, 1);
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///
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int frame;
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private:
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static void CopyRawPixels(in ubyte* src, vec2i srcsz, ubyte* dst, vec2i dstsz, vec2i offset) {
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@ -179,4 +187,6 @@ class Text {
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ElementArrayBufferRef indices_;
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size_t index_count_;
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float model_width_;
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}
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@ -28,9 +28,11 @@ class TextProgram {
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layout(location = 0) in vec3 vert;
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layout(location = 1) in vec2 uv;
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out vec3 vert_;
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out vec2 uv_;
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void main() {
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vert_ = vert;
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uv_ = uv;
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gl_Position = P * V * M * vec4(vert, 1);
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}
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@ -39,14 +41,44 @@ class TextProgram {
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enum FragmentShaderSrc = ShaderHeader ~ q{
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layout(location = 3) uniform sampler2D tex;
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layout(location = 4) uniform vec4 color;
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layout(location = 5) uniform int frame;
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layout(location = 6) uniform float model_width;
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in vec3 vert_;
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in vec2 uv_;
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out vec4 pixel_;
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float choose(int a, int b, float a_big, float b_big) {
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float condition = step(float(a), float(b));
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return condition * b_big + (1-condition) * a_big;
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}
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float choose(float a, float b, float c, float hit, float other) {
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float condition = step(a, b) * step(b, c);
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return condition * hit + (1-condition) * other;
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}
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void main() {
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float vx = vert_.x / model_width;
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vec2 uv = uv_;
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uv.y = choose(15, frame%18, uv.y,
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choose(0.1, vx, 0.2, clamp(uv.y, 0, 0.6), uv.y));
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uv.y = choose(8, frame%14, uv.y,
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choose(0.1, vx, 0.6, clamp(uv.y, 0, 0.8), uv.y));
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uv.y = choose(21, frame%29, uv.y,
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choose(0.2, vx, 0.3, clamp(uv.y, 0.1, 1), uv.y));
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uv.y = choose(20, frame%23, uv.y,
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choose(0.4, vx, 0.6, clamp(uv.y, 0.4, 1), uv.y));
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uv.y = choose(5, frame%6, uv.y,
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choose(0.5, vx, 0.8, clamp(uv.y, 0, 0.7), uv.y));
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uv.y = choose(15, frame%17, uv.y,
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choose(0.6, vx, 0.7, clamp(uv.y, 0.5, 1), uv.y));
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uv.y = choose(7, frame%9, uv.y,
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choose(0.6, vx, 0.9, clamp(uv.y, 0.3, 1), uv.y));
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pixel_ = color;
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pixel_.a *= texture(tex, uv_).r;
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pixel_.a *= texture(tex, uv).r;
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}
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};
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@ -89,7 +121,8 @@ class TextProgram {
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}
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///
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void Use(mat4 proj, mat4 view, mat4 model, ref Texture2DRef tex, vec4 color) {
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void Use(mat4 proj, mat4 view, mat4 model,
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ref Texture2DRef tex, vec4 color, int frame, float model_width) {
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tex.BindToUnit(GL_TEXTURE0);
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sampler_.Bind(0);
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@ -99,6 +132,8 @@ class TextProgram {
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program_.uniform!2 = model;
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program_.uniform!3 = 0;
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program_.uniform!4 = color;
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program_.uniform!5 = frame;
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program_.uniform!6 = model_width;
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}
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private:
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