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3 Commits
Author SHA1 Message Date
hiker 9ef1b65eba Fixed compilation ... again :P 2015-06-25 23:03:55 +10:00
hiker 4d10a680c1 Fixed non-debug compilation. 2015-06-25 22:11:52 +10:00
hiker b8e4aa589d Added a very rough logging feature for SFXs to debug bug #2169. 2015-06-25 16:54:47 +10:00
352 changed files with 194785 additions and 140875 deletions
-13
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@@ -1,16 +1,3 @@
## SupertTuxKart 0.9.1
* Many bug fixes
* Started to use scripting in tracks
* Significant audio performance improvements
* Smaller tweaks and improvements to several tracks including
** Math class
** XR591
** Fort Magma
** Gran Paradiso
** Subsea
* Tweak to challenges
* Better support for driving tracks in reverse
## SupertTuxKart 0.9 (April 2015)
* Fully shader-based rendering engine
* New tracks Cocoa Temple and Gran Paradiso
+23 -22
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@@ -1,6 +1,6 @@
# root CMakeLists for the SuperTuxKart project
project(SuperTuxKart)
set(PROJECT_VERSION "0.9.1")
set(PROJECT_VERSION "0.8.1")
cmake_minimum_required(VERSION 2.8.4)
if(NOT (CMAKE_MAJOR_VERSION VERSION_LESS 3))
@@ -19,9 +19,8 @@ option(USE_WIIUSE "Support for wiimote input devices" ON)
option(USE_FRIBIDI "Support for right-to-left languages" ON)
option(CHECK_ASSETS "Check if assets are installed in ../stk-assets" ON)
option(USE_SYSTEM_ANGELSCRIPT "Use system angelscript instead of built-in angelscript. If you enable this option, make sure to use a compatible version." OFF)
option(ENABLE_NETWORK_MULTIPLAYER "Enable network multiplayer. This will replace the online profile GUI in the main menu with the network multiplayer GUI" OFF)
if(MSVC AND (MSVC_VERSION LESS 1900))
if(MSVC)
# Normally hide the option to build wiiuse on VS, since it depends
# on the installation of the Windows DDK (Driver Developer Kit),
# which also needs an absolute path :(
@@ -124,15 +123,9 @@ endif()
# Build the angelscript library if not in system
if(USE_SYSTEM_ANGELSCRIPT)
find_package(Angelscript)
if(ANGELSCRIPT_FOUND)
include_directories(${Angelscript_INCLUDE_DIRS})
else()
message(FATAL_ERROR "Angelscript not found. "
"Either install angelscript or use built-in version using "
"-DUSE_SYSTEM_ANGELSCRIPT=0")
endif()
find_package(Angelscript)
if(USE_SYSTEM_ANGELSCRIPT AND ANGELSCRIPT_FOUND)
include_directories(${Angelscript_INCLUDE_DIRS})
else()
add_subdirectory("${PROJECT_SOURCE_DIR}/lib/angelscript/projects/cmake")
include_directories("${PROJECT_SOURCE_DIR}/lib/angelscript/include")
@@ -212,22 +205,12 @@ if(MINGW AND CMAKE_BUILD_TYPE MATCHES Release)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--subsystem,windows")
endif()
# Netwowk Multiplayer
if(ENABLE_NETWORK_MULTIPLAYER)
add_definitions(-DENABLE_NETWORK_MULTIPLAYER_SCREEN)
endif()
if(WIN32)
# By default windows.h has macros defined for min and max that screw up everything
add_definitions(-DNOMINMAX)
# And shut up about unsafe stuff
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
# Avoid timespec structure redeclaration on Visual Studio 2015
if (NOT (MSVC_VERSION LESS 1900))
add_definitions(-DHAVE_STRUCT_TIMESPEC)
endif()
endif()
if(MSVC)
@@ -420,6 +403,24 @@ endif()
add_subdirectory(tools/font_tool)
# ==== Make dist target ====
if(MSVC OR MINGW)
# Don't create a dist target for VS
else()
add_custom_target(dist
COMMAND rm -rf ${CMAKE_BINARY_DIR}/SuperTuxKart-${PROJECT_VERSION} && rm -f ${CMAKE_BINARY_DIR}/SuperTuxKart-${PROJECT_VERSION}.tar.bz2
&& echo "Exporting..."
&& svn export ${PROJECT_SOURCE_DIR} ${CMAKE_BINARY_DIR}/SuperTuxKart-${PROJECT_VERSION}
&& echo "Compressing..."
&& cd ${CMAKE_BINARY_DIR}
&& tar -cjf ${CMAKE_BINARY_DIR}/SuperTuxKart-${PROJECT_VERSION}.tar.bz2 ./SuperTuxKart-${PROJECT_VERSION}
&& echo "Done, cleaning up"
&& rm -rf ${CMAKE_BINARY_DIR}/SuperTuxKart-${PROJECT_VERSION}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
endif()
# ==== Checking if data folder exists ====
if(NOT IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/data)
message( FATAL_ERROR "${CMAKE_CURRENT_SOURCE_DIR}/data folder doesn't exist" )
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+2 -2
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@@ -17,11 +17,11 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>0.9.1</string>
<string>0.8.1</string>
<key>CFBundleSignature</key>
<string>SPTK</string>
<key>CFBundleVersion</key>
<string>0.9.1</string>
<string>0.8.1</string>
<key>CSResourcesFileMapped</key>
<true/>
<key>LSMinimumSystemVersion</key>
+2 -2
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@@ -10,11 +10,11 @@
</hard>
<medium>
<karts number="4"/>
<requirements position="1"/>
<requirements position="2"/>
</medium>
<easy>
<karts number="3"/>
<requirements position="1"/>
<requirements position="3"/>
</easy>
</challenge>
+3 -3
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@@ -6,15 +6,15 @@
<hard>
<karts number="5"/>
<requirements position="1" time="65"/>
<requirements position="1" time="50"/>
</hard>
<medium>
<karts number="5"/>
<requirements position="1" time="85"/>
<requirements position="1" time="65"/>
</medium>
<easy>
<karts number="5"/>
<requirements position="1" time="105"/>
<requirements position="1" time="80"/>
</easy>
</challenge>
+1 -1
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@@ -6,7 +6,7 @@
<hard>
<karts number="5"/>
<requirements position="1" time="205"/>
<requirements position="1" time="200"/>
</hard>
<medium>
<karts number="4"/>
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+17 -17
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@@ -1,22 +1,22 @@
<?xml version="1.0"?>
<materials>
<!-- Fonts -->
<material name="title_font.png" shader="unlit" dont-load="Y"/>
<material name="title_font_2.png" shader="unlit" dont-load="Y"/>
<material name="sigmar0.png" shader="unlit" dont-load="Y"/>
<material name="comix.png" shader="unlit" dont-load="Y"/>
<material name="LayneHansom0.png" shader="unlit" dont-load="Y"/>
<material name="Mplus2p_JP0.png" shader="unlit" dont-load="Y"/>
<material name="rasheeq0.png" shader="unlit" dont-load="Y"/>
<material name="rasheeq3.png" shader="unlit" dont-load="Y"/>
<material name="rasheeq4.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei0.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei1.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei2.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei3.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei4.png" shader="unlit" dont-load="Y"/>
<material name="wqyMicroHei5.png" shader="unlit" dont-load="Y"/>
<material name="AR_PL_SungtiL_GB0.png" shader="unlit" dont-load="Y"/>
<material name="LayneHansomBigDigits.png" shader="unlit" dont-load="Y"/>
<material name="title_font.png" shader="unlit" lazy-load="Y"/>
<material name="title_font_2.png" shader="unlit" lazy-load="Y"/>
<material name="sigmar0.png" shader="unlit" lazy-load="Y"/>
<material name="comix.png" shader="unlit" lazy-load="Y"/>
<material name="LayneHansom0.png" shader="unlit" lazy-load="Y"/>
<material name="Mplus2p_JP0.png" shader="unlit" lazy-load="Y"/>
<material name="rasheeq0.png" shader="unlit" lazy-load="Y"/>
<material name="rasheeq3.png" shader="unlit" lazy-load="Y"/>
<material name="rasheeq4.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei0.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei1.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei2.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei3.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei4.png" shader="unlit" lazy-load="Y"/>
<material name="wqyMicroHei5.png" shader="unlit" lazy-load="Y"/>
<material name="AR_PL_SungtiL_GB0.png" shader="unlit" lazy-load="Y"/>
<material name="LayneHansomBigDigits.png" shader="unlit" lazy-load="Y"/>
</materials>
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+7 -9
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@@ -4,27 +4,25 @@
<spreading angle="10" />
<velocity x="0.0"
y="0.003"
y="0.002"
z="0.0" />
<material file="smoke_black.png" />
<!-- Amount of particles emitted per second -->
<rate min="7"
max="12" />
<rate min="25"
max="50" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="2500"
max="5000" />
<!-- Size of the particles -->
<size min="1.6"
max="2.5"
x-increase-factor="2.6"
y-increase-factor="2.6" />
<size min="0.6"
max="1.5" />
<color min="50 50 50"
max="100 100 100" />
<color min="255 255 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="1000" />
-35
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@@ -1,35 +0,0 @@
<?xml version="1.0"?>
<!-- For sky particles, the size of the box is ignored -->
<particles emitter="box" randomize-initial-y="true" box_x="100.0" box_y="100" box_z="120.0">
<spreading angle="3" />
<velocity x="-0.00"
y="-0.005"
z="-0.00" />
<material file="confetti.png" clampu="Y" clampv="Y" />
<!-- Amount of particles emitted per second -->
<rate min="500"
max="1000" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="8500"
max="9500" />
<!-- Size of the particles -->
<size min="0.10"
max="0.30" />
<color min="40 40 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="100" />
<wind speed="0.16"
flips="Y" />
</particles>
-35
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@@ -1,35 +0,0 @@
<?xml version="1.0"?>
<!-- For sky particles, the size of the box is ignored -->
<particles emitter="box" randomize-initial-y="true" box_x="100.0" box_y="100" box_z="120.0">
<spreading angle="3" />
<velocity x="-0.00"
y="-0.005"
z="-0.00" />
<material file="snowflake.png" clampu="Y" clampv="Y" />
<!-- Amount of particles emitted per second -->
<rate min="500"
max="1000" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="8500"
max="9500" />
<!-- Size of the particles -->
<size min="0.10"
max="0.30" />
<color min="40 40 255"
max="255 255 255" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="100" />
<wind speed="0.16"
flips="Y" />
</particles>
-32
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@@ -1,32 +0,0 @@
<?xml version="1.0"?>
<particles emitter="sphere" radius="20.5">
<spreading angle="120" />
<velocity x="0.002"
y="0.000"
z="0.000" />
<material file="stktex_nebulaCloud_a.png" />
<!-- Amount of particles emitted per second -->
<rate min="1"
max="2" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="20000"
max="30000" />
<!-- Size of the particles -->
<size min="20.5"
max="45.0"
x-increase-factor="1.6"
y-increase-factor="1.6" />
<color min="0 0 0"
max="255 255 255" />
<fadeout time="5000" />
</particles>
-32
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@@ -1,32 +0,0 @@
<?xml version="1.0"?>
<particles emitter="box" box_x="0.5" box_y="0.5" box_z="0.5">
<spreading angle="45" />
<velocity x="0.000"
y="0.005"
z="0.000" />
<material file="gfx_bubble_a.png" />
<!-- Amount of particles emitted per second -->
<rate min="8"
max="15" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="2000"
max="3000" />
<!-- Size of the particles -->
<size min="0.5"
max="0.8"
x-increase-factor="1.6"
y-increase-factor="1.6" />
<color min="0 0 0"
max="255 255 255" />
<fadeout time="2000" />
</particles>
-33
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@@ -1,33 +0,0 @@
<?xml version="1.0"?>
<particles emitter="sphere" radius="0.5">
<spreading angle="180" />
<velocity x="0.003"
y="0.0003"
z="0.003" />
<material file="gfx_sparkFire_a.png" />
<!-- Amount of particles emitted per second -->
<rate min="65"
max="100" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="1700"
max="1700" />
<!-- Size of the particles -->
<size min="0.7"
max="1.1"
x-increase-factor="1.3"
y-increase-factor="1.3"
/>
<color min="255 255 255"
max="255 0 0" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="50" />
</particles>
-33
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@@ -1,33 +0,0 @@
<?xml version="1.0"?>
<particles emitter="sphere" radius="0.5">
<spreading angle="180" />
<velocity x="0.03"
y="0.003"
z="0.03" />
<material file="gfx_sparkGreen_a.png" />
<!-- Amount of particles emitted per second -->
<rate min="65"
max="100" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="2700"
max="2700" />
<!-- Size of the particles -->
<size min="0.5"
max="0.8"
x-increase-factor="1.1"
y-increase-factor="1.3"
/>
<color min="255 255 255"
max="255 0 0" />
<!-- How much time in milliseconds before the particle is fully faded out -->
<fadeout time="50" />
</particles>
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@@ -1,32 +0,0 @@
<?xml version="1.0"?>
<particles emitter="sphere" radius="0.5">
<spreading angle="90" />
<velocity x="0.000"
y="0.003"
z="0.000" />
<material file="gfx_earthJetblast_a.png" />
<!-- Amount of particles emitted per second -->
<rate min="900"
max="1000" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="300"
max="1000" />
<!-- Size of the particles -->
<size min="0.3"
max="0.7"
x-increase-factor="1.2"
y-increase-factor="1.2" />
<color min="0 0 0"
max="255 255 255" />
<fadeout time="500" />
</particles>
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@@ -1,32 +0,0 @@
<?xml version="1.0"?>
<particles emitter="sphere" radius="0.1">
<spreading angle="12" />
<velocity x="0.000"
y="0.000"
z="0.005" />
<material file="particle_water.png" />
<!-- Amount of particles emitted per second -->
<rate min="30"
max="50" />
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
<lifetime min="500"
max="1000" />
<!-- Size of the particles -->
<size min="0.1"
max="0.2"
x-increase-factor="1.3"
y-increase-factor="1.3" />
<color min="255 255 255"
max="255 255 255" />
<fadeout time="3000" />
</particles>
+13 -13
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@@ -39,31 +39,31 @@
<spacer width="10" height="10" />
<buttonbar id="menu_bottomrow" x="0" y="0" width="38%" height="100%" align="center">
<icon-button id="test_gpwin" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_gpwin" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: GPWin" label_location="hover"/>
<icon-button id="test_gplose" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_gplose" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: GPLose" label_location="hover"/>
<icon-button id="test_unlocked" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_unlocked" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: Unlocked" label_location="hover"/>
<icon-button id="test_unlocked2" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_unlocked2" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: Unlocked 2" label_location="hover"/>
<icon-button id="test_intro" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_intro" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: Intro" label_location="hover"/>
<icon-button id="test_outro" width="64" height="64" icon="gui/main_options.png"
<icon-button id="test_outro" width="64" height="64" icon="gui/main_options.png" extend_label="50"
raw_text="TEST: Outro" label_location="hover"/>
<icon-button id="options" width="64" height="64" icon="gui/main_options.png"
<icon-button id="options" width="64" height="64" icon="gui/main_options.png" extend_label="50"
I18N="In the main screen" text="Options" label_location="hover"/>
<icon-button id="help" width="64" height="64" icon="gui/main_help.png"
<icon-button id="help" width="64" height="64" icon="gui/main_help.png" extend_label="50"
I18N="In the main screen" text="Help" label_location="hover"/>
<icon-button id="startTutorial" width="64" height="64" icon="gui/tutorial.png"
<icon-button id="startTutorial" width="64" height="64" icon="gui/tutorial.png" extend_label="150"
I18N="In the main screen" text="Tutorial" label_location="hover"/>
<icon-button id="achievements" width="64" height="64" icon="gui/gp_copy.png"
<icon-button id="achievements" width="64" height="64" icon="gui/gp_copy.png" extend_label="150"
I18N="In the main screen" text="Achievements" label_location="hover"/>
<icon-button id="gpEditor" width="64" height="64" icon="gui/gpeditor.png"
<icon-button id="gpEditor" width="64" height="64" icon="gui/gpeditor.png" extend_label="150"
I18N="In the main screen" text="Grand Prix Editor" label_location="hover"/>
<icon-button id="about" width="64" height="64" icon="gui/main_about.png"
<icon-button id="about" width="64" height="64" icon="gui/main_about.png" extend_label="50"
I18N="In the main screen" text="About" label_location="hover"/>
<icon-button id="quit" width="64" height="64" icon="gui/main_quit.png"
<icon-button id="quit" width="64" height="64" icon="gui/main_quit.png" extend_label="50"
I18N="In the main screen" text="Quit" label_location="hover"/>
</buttonbar>
</bottombar>
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@@ -0,0 +1,19 @@
<?xml version="1.0" encoding="UTF-8"?>
<stkgui>
<icon-button id="back" x="0" y="0" height="8%" icon="gui/back.png"/>
<div x="5%" y="2%" width="90%" height="96%" layout="vertical-row" >
<header I18N="Title for tutorials screen" text="Tutorial - Selection Room" text_align="center" width="100%" />
<spacer proportion="1" width="100%"/>
<list id="tutorials" proportion="5" width="75%" align="center"/>
<spacer proportion="1" width="100%"/>
<spacer width="100%" height="45"/>
</div>
<button id="play" x="-200" y="-40" height="35" align="right" text="Play all"/>
</stkgui>
-1
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*.sh -crlf
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@@ -1,3 +1,2 @@
transifex
tx.exe
gui_strings.h
tx.exe
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@@ -3364,10 +3364,6 @@ msgstr ""
msgid "standard"
msgstr ""
#: src/states_screens/credits.cpp:209
msgid "translator-credits"
msgstr ""
#: src/states_screens/credits.cpp:209
msgid "translator-credits"
msgstr "Launchpad Contributions:"
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@@ -52,7 +52,7 @@ xgettext -j -d supertuxkart --keyword=_ --keyword=N_ --keyword=_LTR \
--package-name=supertuxkart
# Angelscript files (xgettext doesn't support AS so pretend it's c++)
xgettext -j -d supertuxkart --keyword="translate" --add-comments="I18N:" \
xgettext -j -d supertuxkart -s --keyword="translate" --add-comments="I18N:" \
-p ./data/po -o supertuxkart.pot $ANGELSCRIPT_FILE_LIST \
--package-name=supertuxkart --language=c++
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@@ -2,8 +2,6 @@ uniform sampler2D tex_128;
uniform sampler2D tex_256;
uniform sampler2D tex_512;
uniform sampler2D tex_dust;
out vec4 FragColor;
void main()
@@ -12,13 +10,5 @@ void main()
vec4 col = .125 * texture(tex_128, uv);
col += .25 * texture(tex_256, uv);
col += .5 * texture(tex_512, uv);
/* Lens dust effect ---- */
vec4 col2 = texture(tex_128, uv);
col2 += col2;
col2 += col2;
//float dustMask = max(col2.r,max(col2.g,col2.b));
col += texture(tex_dust, uv) * col2;
FragColor = vec4(col.xyz, 1.);
}
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@@ -16,11 +16,9 @@ void main()
col += .25 * texture(tex_256, uv);
col += .5 * texture(tex_512, uv);
// Blue color for lens flare
/*col *= 0.5;
float final = max(col.r,max(col.g,col.b));
final = final * 2;
vec3 blue = vec3(final * 0.1, final * 0.2, final);*/
//final = final * 2;
vec3 blue = vec3(final * 0.1, final * 0.2, final);
FragColor = vec4(col.rgb, 1.);
FragColor = vec4(blue, 1.);
}
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@@ -23,7 +23,5 @@ void main(void)
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
float specmap = texture(SpecMap, uv).g;
float emitmap = texture(SpecMap, uv).b;
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, emitmap), 1.);
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap, 0.), 1.);
}

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