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// Unlit alpha-blended shader. | |
// - no lighting | |
// - no lightmap support | |
Shader "Unlit/Transparent Color" { | |
Properties { | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Color", Color) = (1,1,1,1) | |
} |
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using UnityEngine; | |
public class GearRotator : MonoBehaviour | |
{ | |
[SerializeField] private float m_radiusThreshold = 4f; | |
private float m_startingAngle; | |
private bool m_isBeingRotated; | |
private void OnDrawGizmos() |
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Abesso, Room0, SCLS, sea | |
Abesso, Room0, SCLS, TF_04 | |
Abesso, Room0, FILI, | |
Abesso, Room0, LBNK, | |
Abesso, Room0, PLYR, | |
Abesso, Room0, ACTR, Kui | |
Abesso, Room0, ACTR, Fire | |
Abesso, Room0, ACTR, Apzl | |
Abesso, Room0, ACTR, Apzl | |
Abesso, Room0, ACTR, swood |
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using OpenTK; | |
using System.ComponentModel; | |
using System.Windows; | |
using System.Windows.Controls; | |
namespace WindEditor.UI | |
{ | |
/// <summary> | |
/// Interaction logic for Vector3Single.xaml | |
/// </summary> |
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public class SimpleMeshHeader | |
{ | |
public: | |
char[4] Magic; | |
public int SubMeshOffset; | |
public int NumSubMeshes; | |
public SimpleSubMesh* GetMesh(int index) | |
{ | |
return (SimpleSubMesh *)(this + SubMeshOffset) + (index * sizeof(SimpleSubMesh)); |
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#version 330 core | |
in vec3 Position; | |
in vec4 Color0; | |
in vec3 Tex0; | |
// Final Output | |
out vec4 PixelColor; | |
uniform sampler2D Texture0; | |
void main() |
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using GameFormatReader.Common; | |
using System.Diagnostics; | |
namespace WEditor.WindWaker.Loaders | |
{ | |
public partial class J3DLoader | |
{ | |
private DrawInfo LoadDRW1FromStream(EndianBinaryReader reader, long chunkStart) | |
{ | |
DrawInfo drawInfo = new DrawInfo(); |
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/// <summary> | |
/// Represents a file or subdirectory within a RARC archive. | |
/// </summary> | |
private class FileEntry | |
{ | |
/// <summary>File ID. If 0xFFFF, then this entry is a subdirectory link.</summary> | |
public ushort ID { get; internal set; } | |
/// <summary>String hash of the <see cref="Name"/> field.</summary> | |
public ushort NameHashcode { get; internal set; } | |
/// <summary>Unknown value</summary> |
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private static void BuildSkeletonRecursive(SceneNode node, List<SkeletonBone> skeleton, List<SkeletonBone> rawJoints, int parentJointIndex) | |
{ | |
switch(node.Type) | |
{ | |
case J3DFileResource.HierarchyDataTypes.NewNode: | |
parentJointIndex = skeleton.Count - 1; | |
break; | |
case J3DFileResource.HierarchyDataTypes.Joint: | |
var joint = rawJoints[node.Value]; |
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/// <summary> Delegate defines a function that decodes one instance of type T.</summary> | |
/// <param name="stream">The stream to decode the instance from</param> | |
private delegate T LoadFromStream<T>(EndianBinaryReader stream); | |
private static List<T> Collect<T>(EndianBinaryReader stream, LoadFromStream<T> function, int count) | |
{ | |
List<T> values = new List<T>(); | |
for(int i = 0; i < count; i++) | |
{ | |
values.Add(function(stream)); |