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fixed merge conflics in hit effect
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parent
dc8fa0beb4
commit
98a5d1e759
2 changed files with 1 additions and 33 deletions
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@ -2,11 +2,8 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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<<<<<<< HEAD
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// ambient_occlusion.frag
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=======
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// hit_effect.frag
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>>>>>>> master
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// fragment shader
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//
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// Created by Eric Levin on 7/20
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@ -15,23 +12,7 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<<<<<<< HEAD
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include DeferredBufferWrite.slh@>
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void main(void) {
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TransformCamera cam = getTransformCamera();
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vec4 myViewport;
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<$transformCameraViewport(cam, myViewport)$>
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vec2 center = vec2(myViewport.z/2.0, myViewport.w/2.0);
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float distFromCenter = distance(center, gl_FragCoord.xy);
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//normalize
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distFromCenter = distFromCenter/myViewport.z;
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float alpha = mix(0.0, 1.0, distFromCenter);
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gl_FragColor = vec4(0.7, 0.0, 0.0, alpha);
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=======
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<@include DeferredBufferWrite.slh@>
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@ -42,5 +23,4 @@ void main(void) {
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float distFromCenter = distance( vec2(0.0, 0.0), varQuadPosition);
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float alpha = mix(0.0, 0.5, pow(distFromCenter,5.));
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gl_FragColor = vec4(1.0, 0.0, 0.0, alpha);
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>>>>>>> master
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}
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@ -2,17 +2,10 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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<<<<<<< HEAD
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// ambient_occlusion.vert
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// vertex shader
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//
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// Created by Niraj Venkat on 7/20/15.
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=======
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// hit_effect.vert
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// vertex shader
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//
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// Created by Eric Levin on 7/20/15.
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>>>>>>> master
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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@ -23,14 +16,9 @@
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<$declareStandardTransform()$>
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<<<<<<< HEAD
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void main(void) {
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gl_Position = gl_Vertex;
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=======
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varying vec2 varQuadPosition;
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void main(void) {
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varQuadPosition = gl_Vertex.xy;
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gl_Position = gl_Vertex;
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>>>>>>> master
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}
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