Renamed / moved / updated the SFML.Net examples (still in progress... having troubles with SVN)

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1560 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-09-01 21:17:24 +00:00
parent 002902319c
commit 2d83514452
28 changed files with 103 additions and 121 deletions

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@ -4,7 +4,7 @@ using SFML;
using SFML.Graphics;
using SFML.Window;
namespace sample_shader
namespace shader
{
/// <summary>
/// A class to simplify shader selection
@ -86,26 +86,26 @@ namespace sample_shader
RenderImage image = new RenderImage(window.Width, window.Height);
// Load a background image to display
Sprite background = new Sprite(new Image("datas/shader/background.jpg"));
Sprite background = new Sprite(new Image("resources/background.jpg"));
background.Image.Smooth = false;
// Load a sprite which we'll move into the scene
Sprite entity = new Sprite(new Image("datas/shader/sprite.png"));
Sprite entity = new Sprite(new Image("resources/sprite.png"));
// Load the text font
Font font = new Font("datas/shader/arial.ttf");
Font font = new Font("resources/arial.ttf");
// Load the image needed for the wave effect
Image waveImage = new Image("datas/shader/wave.jpg");
Image waveImage = new Image("resources/wave.jpg");
// Load all effects
shaders = new Dictionary<string, Shader>();
shaders["nothing"] = new Shader("datas/shader/nothing.sfx");
shaders["blur"] = new Shader("datas/shader/blur.sfx");
shaders["colorize"] = new Shader("datas/shader/colorize.sfx");
shaders["fisheye"] = new Shader("datas/shader/fisheye.sfx");
shaders["wave"] = new Shader("datas/shader/wave.sfx");
shaders["pixelate"] = new Shader("datas/shader/pixelate.sfx");
shaders["nothing"] = new Shader("resources/nothing.sfx");
shaders["blur"] = new Shader("resources/blur.sfx");
shaders["colorize"] = new Shader("resources/colorize.sfx");
shaders["fisheye"] = new Shader("resources/fisheye.sfx");
shaders["wave"] = new Shader("resources/wave.sfx");
shaders["pixelate"] = new Shader("resources/pixelate.sfx");
backgroundShader = new ShaderSelector(shaders);
entityShader = new ShaderSelector(shaders);
globalShader = new ShaderSelector(shaders);

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@ -0,0 +1,16 @@
uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
}

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@ -0,0 +1,11 @@
uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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@ -0,0 +1,13 @@
uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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@ -0,0 +1,6 @@
uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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@ -0,0 +1,10 @@
uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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@ -0,0 +1,12 @@
uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}

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@ -7,20 +7,20 @@
<ProjectGuid>{9D4738F7-34EA-433A-A765-AF85A52A174D}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>sample_shader</RootNamespace>
<RootNamespace>shader</RootNamespace>
<AssemblyName>shader</AssemblyName>
<FileUpgradeFlags>
</FileUpgradeFlags>
<OldToolsVersion>2.0</OldToolsVersion>
<UpgradeBackupLocation>
</UpgradeBackupLocation>
<StartupObject>sample_shader.Program</StartupObject>
<StartupObject>shader.Program</StartupObject>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\bin\</OutputPath>
<OutputPath>.\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>