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#!/usr/bin/python | |
# @offalynne, 2021 | |
# Modified for python 3 by @thatcosmonaut | |
import re | |
import os | |
import sys | |
import urllib.request |
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public struct OrthographicCamera : ICamera | |
{ | |
public Matrix View { get; } | |
public Matrix Projection { get; } | |
public Vector3 Position { get; } | |
public Vector3 Forward { get; } | |
public Vector3 Up { get; } | |
public Vector3 Right { get; } |
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version: '3' | |
services: | |
nginx: | |
image: staticfloat/nginx-certbot | |
restart: always | |
ports: | |
- 80:80/tcp | |
- 443:443/tcp | |
environment: |
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
namespace IndependentResolutionRendering | |
{ | |
static class Resolution | |
{ | |
static private int s_virtual_width; | |
static private int s_virtual_height; | |
static private int s_screen_width; |
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#include "Macros.fxh" | |
#define FLT_MAX 3.402823466e+38 | |
DECLARE_TEXTURE(Texture, 0); | |
DECLARE_TEXTURE(Palette, 1); | |
BEGIN_CONSTANTS | |
int PaletteWidth _ps(c0) _cb(c0); |
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-1:1 properties | |
2:0 alarm0 | |
2:1 alarm1 | |
2:2 alarm2 | |
2:3 alarm3 | |
2:4 alarm4 | |
2:5 alarm5 | |
2:6 alarm6 | |
2:7 alarm7 | |
2:8 alarm8 |
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using Microsoft.Xna.Framework; | |
using Microsoft.Xna.Framework.Graphics; | |
namespace FuckNone | |
{ | |
class FuckNoneGame : Game | |
{ | |
static int BUFFER_SIZE = 8388608; | |
static int UPDATES_PER_FRAME = 32; |
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# RenderDoc Python console, powered by python 3.8.5. | |
# The 'pyrenderdoc' object is the current CaptureContext instance. | |
# The 'renderdoc' and 'qrenderdoc' modules are available. | |
# Documentation is available: https://renderdoc.org/docs/python_api/index.html | |
# Alias renderdoc for legibility | |
rd = renderdoc | |
def saveColorBuffer(controller, drawCall, drawCallCounter): | |
controller.SetFrameEvent(drawCall.eventId, True) |
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float ComputeShadow(float4 positionLightSpace, int directionalLightIndex) | |
{ | |
float bias = 0.005; | |
// maps to [-1, 1] | |
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w; | |
// map our UV sample coordinates to a cube map sample vector | |
float3 cubeMapSampleVector; | |
if (directionalLightIndex == 0) |
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#define SV_POSITION POSITION | |
uniform float time; | |
struct VertexShaderOutput { | |
float4 Position : TEXCOORD0; | |
float4 Color : COLOR0; | |
float2 TextureCoordinates : TEXCOORD1; | |
}; |