finalizing weird commits
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/hilnius@13121 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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32
data/gui/online/lobby_settings.stkgui
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32
data/gui/online/lobby_settings.stkgui
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<stkgui>
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<div x="0" y="0" width="100%" height="100%" layout="vertical-row" >
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<header text_align="center" width="80%" align="center" I18N="In the lobby settings screen" text="Lobby Settings"/>
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<spacer height="15" width="10"/>
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<box proportion="4" width="90%" layout="vertical-row" align="center">
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<div width="90%" align="center" layout="vertical-row" height="fit" >
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<div width="100%" height="fit" layout="horizontal-row" >
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<label proportion="1" text_align="left" I18N="In the lobby settings screen" text="Name of the server"/>
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<textbox proportion="2" id="name" I18N="In the login dialog"/>
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</div>
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<spacer height="20" width="20">
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<div width="100%" height="fit" layout="horizontal-row" >
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<label proportion="1" text_align="left" I18N="In the lobby settings screen" text="Max. number of players"/>
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<gauge id="max_players" proportion="2" min_value="2" max_value="12"/>
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</div>
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</div>
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</box>
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<spacer width="10" height="7%"/>
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<bottombar x="2%" width="96%" height="10%" layout="horizontal-row">
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</bottombar>
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</div>
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<icon-button id="back" x="0" y="0" height="8%" icon="gui/back.png"/>
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</stkgui>
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data/shaders/lightbeam.frag
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data/shaders/lightbeam.frag
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// Jean-manuel clemencon supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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// Original idea: http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
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// TODO: Soft edges when it intesects geometry
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// Some artefacts are still visible
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uniform sampler2D main_texture;
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uniform float transparency;
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varying vec2 uv;
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varying vec3 eyeVec;
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varying vec3 normal;
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void main()
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{
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float inter = dot(normal, eyeVec);
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float m = texture2D(main_texture, vec2(0.5, uv.y)).r;
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gl_FragColor = vec4(1.0,1.0,0.8, 1.0);
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gl_FragColor.a = inter * inter * inter * inter * m;
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}
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data/shaders/lightbeam.vert
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data/shaders/lightbeam.vert
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// Jean-manuel clemencon supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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uniform float time;
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varying vec2 uv;
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varying vec3 eyeVec;
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varying vec3 normal;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ModelViewMatrix * gl_Vertex;
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eyeVec = normalize(-gl_Position).xyz;
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normal = gl_NormalMatrix * gl_Normal;
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gl_Position = ftransform();
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uv = gl_TexCoord[0].st;
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}
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@@ -351,7 +351,7 @@ struct SEvent
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AXIS_R, // e.g. rudder, or analog 2 stick 2 top to bottom
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AXIS_U,
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AXIS_V,
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NUMBER_OF_AXES
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NUMBER_OF_AXES = 32
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};
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/** A bitmap of button states. You can use IsButtonPressed() to
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