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#include <Urho3D/Resource/Bytes.h> | |
#include <Urho3D/Core/Context.h> | |
namespace Urho3D | |
{ | |
/// Construct. | |
Bytes::Bytes(Context* context) : Resource(context) | |
{ |
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// | |
// Copyright (c) 2008-2018 the Urho3D project. | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// |
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#if OPENGL | |
#define SV_POSITION POSITION | |
#define VS_SHADERMODEL vs_3_0 | |
#define PS_SHADERMODEL ps_3_0 | |
#else | |
#define VS_SHADERMODEL vs_4_0_level_9_1 | |
#define PS_SHADERMODEL ps_4_0_level_9_1 | |
#endif | |
matrix WorldViewProjection; |
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// Performs parallax | |
float HeightFieldRaycast(float2 dp, float2 ds) | |
{ | |
const int linearSteps = 20; | |
const int binarySteps = 10; | |
float size = 1.0 / float(linearSteps); | |
float depth = 0.0; | |
for (int i = 0; i < linearSteps; i++) |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
namespace Graphics | |
{ |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Runtime.InteropServices; | |
using DelveLib; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
namespace Delve.Graphics |
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bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data) | |
{ | |
ImGuiWindow* window = GetCurrentWindow(); | |
if (window->SkipItems) | |
return false; | |
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) | |
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) | |
ImGuiContext& g = *GImGui; |
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std::vector<String> excludedExtensions = { | |
".exe", | |
".dll", | |
".bat", | |
".ini", | |
".layout", | |
".ilk", | |
".lib", | |
".pdb", | |
}; |
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cbuffer ShaderData : register(b0) | |
{ | |
matrix WorldViewProjection; | |
float3 LightDirection; | |
float3 LightColor; | |
}; | |
struct VertexShaderOutput | |
{ |
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using ImGuiCLI; | |
using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
using Microsoft.Xna.Framework.Input; | |
namespace ImGuiCLITest | |
{ | |
/// <summary> | |
/// This is the main type for your game. | |
/// </summary> |