- Emil Persson @Humus
- Matt Pettineo @mynameismjp
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package enhaxe.resource.impl; | |
import enhaxe.math.Aabb; | |
import enhaxe.math.DualQuat; | |
import enhaxe.math.Mat44; | |
import enhaxe.math.Quat; | |
import enhaxe.math.Vec3; | |
import enhaxe.rendering.IGeometry; | |
import enhaxe.resource.Resource.IResourceData; | |
import enhaxe.resource.Resource.ResourceContext; |
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import luxe.collision.ShapeDrawerLuxe; | |
import luxe.collision.shapes.Shape; | |
import luxe.collision.Collision; | |
import luxe.collision.CollisionData; | |
import luxe.Entity; | |
import luxe.Color; | |
class CollisionManager { |
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
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package; | |
import luxe.Text; | |
import luxe.Color; | |
import luxe.Vector; | |
import luxe.Log.*; | |
import luxe.options.TextOptions; | |
class FPS extends Text { |
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#define STB_IMAGE_IMPLEMENTATION | |
#define STB_IMAGE_WRITE_IMPLEMENTATION | |
#define STBI_ONLY_PNG | |
#define STBI_ONLY_JPEG | |
#define STBI_ONLY_BMP | |
#define STBI_ONLY_GIF | |
#include "stb_image.h" | |
#include "stb_image_write.h" |
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//============================================================================================================================== | |
// An optimized AMD FSR's EASU implementation for Mobiles | |
// Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/ffx-fsr/ffx_fsr1.h | |
// -- FsrEasuSampleH should be implemented by calling shader, like following: | |
// half3 FsrEasuSampleH(float2 p) { return MyTex.SampleLevel(LinearSampler, p, 0).xyz; } | |
//============================================================================================================================== | |
void FsrEasuL( | |
out AH3 pix, | |
AF2 ip, | |
AF4 con0, |
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#ifdef PSXDTH | |
#else | |
#define PSXDTH | |
//PS1 Hardware Dithering & Color Precision Truncation Function | |
//by ompu co | Sam Blye (c) 2020 | |
//PS1 dither table from PSYDEV SDK documentation |