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int main()
{
return 0;
}
void Renderer::RenderWall(Vector2 v1, Vector2 v2, TileType::e tile, double texCoord1, double texCoord2)
{
if (tile == TileType::None) return;
static const double zClip = 0.2;
static const double eps = 0.000001;
uint tint = core->level->GetTileTint(TexType::Walls, tile);
void Renderer::RenderWall(Vector2 v1, Vector2 v2)
{
// Translate input vectors into view frame
v1 -= cameraPosition;
v2 -= cameraPosition;
// Rotate input vectors
v1.Rotate(cameraRotation);
v2.Rotate(cameraRotation);
void Renderer::RenderWall(Vector2 v1, Vector2 v2)
{
// Translate input vectors into view frame
v1 -= cameraPosition;
v2 -= cameraPosition;
// Rotate input vectors
v1.Rotate(cameraRotation);
v2.Rotate(cameraRotation);
void Renderer::RenderWall(Vector2 v1, Vector2 v2)
{
static const double zClip = 0.2;
// Translate input vectors into view frame
v1 -= cameraPosition;
v2 -= cameraPosition;
// Rotate input vectors
v1.Rotate(cameraRotation);
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
namespace MarkVShaney
{
class MarkVShaney
{
// fuck.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <iostream>
using namespace std;
int main()
#include <iostream>
using namespace std;
int main()
{
int x = 10;
int y = 10;
int **a;
#include <iostream >
using namespace std;
struct Node
{
Node() { next = 0; }
virtual void PrintValue() = 0;
uniform sampler2D texture;
uniform vec3 tint;
varying vec2 texCoord;
void main() {
vec4 texel = texture2D(texture, texCoord);
if (texel.a < 0.5) {
discard;
}