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using FuretCompany.Utils; | |
using UnityEngine; | |
public class ImagePlane : MonoBehaviour | |
{ | |
public string imageResourceName; | |
protected Vector3 _topLeft; | |
public Vector3 topLeft { get { return _topLeft; } set { if (value != _topLeft) { _topLeft = value; _meshDirty = true; } } } | |
protected Vector3 _topRight; | |
public Vector3 topRight { get { return _topRight; } set { if (value != _topRight) { _topRight = value; _meshDirty = true; } } } |
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Shader "Custom/WaveExplo" { | |
Properties { | |
_MainTex ("", 2D) = "white" {} | |
_CenterX ("CenterX", Range(-1,2)) = 0.5 | |
_CenterY ("CenterY", Range(-1,2)) = 0.5 | |
_Radius ("Radius", Range(-1,1)) = 0.2 | |
_Amplitude ("Amplitude", Range(-10,10)) = 0.05 | |
} | |
SubShader { |
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public class FSpriteHolesShader : FShader | |
{ | |
private Texture _hole0Texture=null; | |
private Vector4 _hole0LocalToUVParams; | |
private Vector4 _hole0MatrixABCD; | |
private Vector4 _hole0MatrixTxTy; | |
private Vector4 _hole0UVRect; | |
private FSprite _hole0Sprite=null; | |
static private Vector4 _screenParams; |
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public class FHole0Shader : FShader | |
{ | |
private Texture _hole0Texture=null; | |
private Vector2 _hole0Offset=Vector2.zero; | |
public Texture hole0Texture | |
{ | |
get {return _hole0Texture;} | |
} | |
public void SetHole0(FAtlasElement hole0Element,FAtlasElement toDigElement) { |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using System.IO; | |
/* | |
FractalElement e = new FractalElement(60f,true,4); | |
Color c=RandomUtils.RandomColor(); |
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using UnityEngine; | |
using System; | |
using System.Collections.Generic; | |
/* | |
* | |
* Trail FX for Futile 2D engine (Unity3D). Works on any custom node as long as you provide a CreateClone method. | |
* FSpriteTrail provided as an example. | |
* https://vine.co/v/MzpwETVAKIT | |
* |
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public class FGlowShader : FShader | |
{ | |
private float _glowAmount; | |
private Color _glowColor; | |
public FGlowShader(float glowAmount,Color glowColor) : base("GlowShader", Shader.Find("Futile/Glow")) | |
{ | |
_glowAmount = glowAmount; | |
_glowColor = glowColor; | |
needsApply = true; |
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Shader "Futile/Blur" | |
{ | |
Properties | |
{ | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
_Color ("Main Color", Color) = (1,0,0,1.5) | |
_BlurAmount ("Blur Amount", Range(0,02)) = 0.0005 | |
} | |
Category |
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// | |
// GPUSaturationExposureGammaRGBFilter.h | |
// bonnemine | |
// | |
// Created by Jean-Philippe SARDA on 12/17/13. | |
// Copyright (c) 2013 My Little Paris. All rights reserved. | |
// | |
#import "GPUImageFilter.h" |
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/* | |
* Copyright (c) 2012 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
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