Skip to main content

lib.gl

_ @basic.ui;
_ @os.util0;
_ @os.util2;
_ @basic.ui.shader.node3.inc;
_ @sys.shader.ex;

sign

_ @hero.sign1;

_ @hero.sign1.test;

hero.sign.create(sn2sign, 0,420,1, 300,300);

hero.sign.color.purple1(sn2sign);
hero.sign.color.purple2(sn2sign);
hero.sign.color.purple3(sn2sign);
hero.sign.color.orange1(sn2sign);
hero.sign.color.rgb1(sn2sign);
hero.sign.color.purple4(sn2sign);
hero.sign.color.green1(sn2sign);

poly2d

First

_ @basic.poly2d.test;
_ @basic.lines2d.test;

sn2poly 0;

new.poly2d(sn2poly, 0,420,1, 300,300);
lines2d.figure2(sn2poly);
poly2d.figure1.color1(sn2poly);

Second

poly2d.figure1(sn2poly);

lines2d

First

sn1lines 0;

new.lines2d(sn1lines, 0,420,1, 300,300);
lines2d.figure2(sn1lines);
lines2d.figure2.color1(sn1lines);
shader.set.uniform.v4(sn1lines, A.backgroundColorAdd, -0.5, -0.5, -0.5, 0);

Second

lines2d.test0.figure2(sn1lines);

lines2d.figure1(sn1lines);
lines2d.figure1.color1(sn1lines);

lines2d.figure3.dialog(sn1lines);
lines2d.figure3.color1(sn1lines);

Third


new.ui.shader.node3(sn1lines, 0,420,1, 300,300, 70014,28780); # neon.lines.dyn2

shader.set.uniformi.v2(sn1lines, A.lineXY, 0, -0.46,0.26);
shader.set.uniformi.v2(sn1lines, A.lineXY, 1, 0.46,0.26);
shader.set.uniformi.v2(sn1lines, A.lineXY, 2, 0,-0.5);
shader.set.uniformi.v2(sn1lines, A.lineXY, 3, -0.46,0.26);
shader.set.uniformi.v2.count(sn1lines, A.lineXY, 4);

shader.set.uniformi.v4(sn1lines, A.lineColor, 0, 1.2,1.2,0, 1);
shader.set.uniformi.v4(sn1lines, A.lineColor, 1, 1.2,0,1.2, 1);
shader.set.uniformi.v4(sn1lines, A.lineColor, 2, 0,1.2,0, 1);
shader.set.uniformi.v4(sn1lines, A.lineColor, 3, 0,0,1, 1);
shader.set.uniformi.v4.count(sn1lines, A.lineColor, 4);

shader.set.uniform.v4(sn1lines, A.backgroundColorAdd, 0.0, -0.5, -0.9, 0);

basic.sphere

_ @sys.shader.ex;
_ @basic.sphere2d;
_ @basic.sphere2d.test;
sn3sphere 0;
new.sphere2d(sn3sphere, 0,420,1, 300,300);
sphere2d.test0;
sphere2d.test1;
sphere2d.test0 {
sn3sphere 0;
new.sphere2d(sn3sphere, 0,420,1, 300,300);
};
shader.set.uniform.v4(sn3sphere, A.backgroundColor, 0,0,0,0);
shader.set.uniform.v4(sn3sphere, A.sphereColor, rnd(u0),rnd(u0),rnd(u0),1);
shader.set.uniform.v3(sn3sphere, A.sphereSpeColor, rnd(u0),rnd(u0),rnd(u0));
shader.set.uniform.v(sn3sphere, A.sphereType, rnd(u0)>0.5); # 0 or !0
shader.set.uniform.v(sn3sphere, A.sphereIor, rnd(u0)*20);
shader.set.uniform.v(sn3sphere, A.sphereRou, rnd(u0));

draw texture

draw.texure {
# tex, vsh,fsh, x0,y0,x1,y1,x2,y2,x3,y3
tex _0;
vsh _1;
fsh _2;
shader.use(u0, vsh,fsh);
shader.uniform.texture(u0, 0, tex, 0);
# shader.uniform.f1(u0, 1, print.line.oy/(h/2));

node.ex.gl.point4tex4(u0, 5, _3,_4,_5,_6,_7,_8,_9,_10, 0,0, 1,0, 0,1, 1,1);
};

draw noise

draw.noise {
# tex, fsh
tex _0;
fsh _1;
node.ex.gl.fbo(u0, tex);
vsh 70923;
shader.use(u0, vsh,fsh);
node.ex.gl.point4tex4(u0, 5, 0,0, w,0, 0,h, w,h, 0,0, 1,0, 0,1, 1,1);
# node.ex.gl.rect(u0, 0,0, w,h);
node.ex.gl.fbo(u0, -1);
};
clear.texture(tex0, 0,0,0,0);
draw.noise(tex0, fsh);

draw.texure(tex0, 70923,70924, 0,0, w,0, 0,h, w,h);