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30 Commits

Author SHA1 Message Date
Dean Herbert
05ee05ea7c Fix taiko sample name casing (#76)
Fix taiko sample name casing
2019-09-04 12:58:14 +09:00
smoogipoo
6d78f4f767 Fix taiko sample names 2019-09-04 12:45:05 +09:00
Dan Balasescu
be07d4d6f9 Merge pull request #75 from peppy/fix-ruleset-case
Fix ruleset folder case
2019-09-03 16:18:58 +09:00
Dean Herbert
b0de84de68 Fix case of more ruleset resources 2019-09-03 13:57:20 +09:00
Dean Herbert
072742a5ac Fix case of ruleset resources 2019-09-03 13:57:12 +09:00
Dean Herbert
33ee4ad349 Merge pull request #74 from peppy/play-to-gameplay
Move textures to Gameplay folder
2019-09-03 11:41:45 +09:00
Dean Herbert
7e5ac4479c Move textures to Gameplay folder 2019-08-30 15:08:08 +09:00
Dan Balasescu
406ccb8b7a Merge pull request #73 from peppy/add-legacy-skin
Add legacy skin resources
2019-08-30 12:17:31 +09:00
Dean Herbert
77b5d8e02f Add legacy skin resources 2019-08-26 18:50:10 +09:00
Dean Herbert
4a825a79d7 Add spinner samples for each bank (#71)
Add spinner samples for each bank
2019-08-22 16:24:03 +09:00
iiSaLMaN
a7d0dc2ca4 Add spinner samples each bank 2019-08-22 10:13:22 +03:00
Dean Herbert
3c8e0db0f0 Add resources for new intro sequence (#70)
Add resources for new intro sequence
2019-08-09 19:55:22 +09:00
Dean Herbert
28326c7107 Add video 2019-08-09 19:53:11 +09:00
Dean Herbert
36d6a8931a triangles dot osz 2019-08-09 19:53:07 +09:00
Dean Herbert
3c1262ae00 Add appveyor deploy script 2019-07-31 16:32:30 +09:00
Dean Herbert
99473d3670 Merge pull request #67 from smoogipoo/more-precision-qualifiers
Fix GL_ES errors due to missing precision identifiers
2019-07-31 16:25:47 +09:00
smoogipoo
568d36cb72 Fix GL_ES errors due to missing precision identifiers 2019-07-31 16:20:01 +09:00
Dan Balasescu
f6d3057dcc Merge pull request #66 from nyquillerium/highp-flashlight
Fix loss of precision for flashlight smoothing distance calculations
2019-07-31 13:22:35 +09:00
David Zhao
fb90b1a668 specify for method as well 2019-07-25 11:24:15 +09:00
David Zhao
6448d6051f Remove compiler definitions 2019-07-24 17:20:14 +09:00
David Zhao
8bc6f5a986 specify precision for rectangular flashlight too 2019-07-23 18:58:49 +09:00
David Zhao
c12541bb28 remove unnecessary pre-processor directives 2019-07-23 15:44:15 +09:00
David Zhao
96286f8c6f Explicitly define precision for all variables, fall back to medium precision 2019-07-22 20:02:18 +09:00
David Zhao
d58ad077c8 Add comment 2019-07-19 15:22:38 +09:00
David Zhao
751ded4dd9 define highp and lowp for non GL_ES platforms 2019-07-19 15:20:26 +09:00
David Zhao
7675deb816 Update precisions 2019-07-19 14:58:33 +09:00
David Zhao
9ba9ae77b9 Only mark diff parameter as high precision 2019-07-18 21:02:47 +09:00
David Zhao
f36e765845 Change flashlight float precision to highp 2019-07-18 17:36:03 +09:00
Dean Herbert
3a3d0c1984 Remove grade textures (#65)
Remove grade textures
2019-07-03 13:49:28 +09:00
iiSaLMaN
b7f01508a0 Remove unused textures 2019-07-03 04:32:11 +03:00
148 changed files with 33 additions and 18 deletions

17
appveyor_deploy.yml Normal file
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@@ -0,0 +1,17 @@
clone_depth: 1
version: '{build}'
skip_non_tags: true
image: Visual Studio 2017
configuration: Release
platform: Any CPU
before_build:
- ps: if($env:appveyor_repo_tag -eq 'True') { Update-AppveyorBuild -Version $env:appveyor_repo_tag_name }
build_script:
- cmd: dotnet pack osu.Game.Resources /p:Version=%APPVEYOR_BUILD_VERSION%
artifacts:
- path: osu.Game.Resources/bin/Any CPU/Release/**/*.nupkg
deploy:
- provider: Environment
name: nuget
- provider: Environment
name: github

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@@ -1,9 +1,10 @@
#include "sh_Flashlight.h" #include "sh_Flashlight.h"
vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour) // highp precision is necessary for vertex positions to prevent catastrophic failure on GL_ES platforms
lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
{ {
float dist = length(diff); highp float dist = length(diff);
float flashlightRadius = length(size); highp float flashlightRadius = length(size);
return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist)); return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
} }

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#ifdef GL_ES varying highp vec2 v_Position;
precision mediump float; varying lowp vec4 v_Colour;
#endif
varying vec2 v_Position; uniform highp vec2 flashlightPos;
varying vec4 v_Colour; uniform highp vec2 flashlightSize;
uniform vec2 flashlightPos; uniform lowp float flashlightDim;
uniform vec2 flashlightSize;
uniform float flashlightDim; const mediump float smoothness = 1.1;
const float smoothness = 1.1; lowp vec4 getColourAt(highp vec2, highp vec2, lowp vec4);
vec4 getColourAt(vec2, vec2, vec4);
void main(void) void main(void)
{ {
gl_FragColor = mix(getColourAt(flashlightPos - v_Position, flashlightSize, v_Colour), vec4(0.0, 0.0, 0.0, 1.0), flashlightDim); gl_FragColor = mix(getColourAt(flashlightPos - v_Position, flashlightSize, v_Colour), vec4(0.0, 0.0, 0.0, 1.0), flashlightDim);
} }

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@@ -1,10 +1,10 @@
#include "sh_Flashlight.h" #include "sh_Flashlight.h"
vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour) lowp vec4 getColourAt(highp vec2 diff, highp vec2 size, lowp vec4 originalColour)
{ {
diff = abs(diff); diff = abs(diff);
float alpha = length(smoothstep(size, size * smoothness, diff)); lowp float alpha = length(smoothstep(size, size * smoothness, diff));
return originalColour * vec4(1.0, 1.0, 1.0, alpha); return originalColour * vec4(1.0, 1.0, 1.0, alpha);
} }

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