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UI adjust
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82
Unity Studio/Properties/Resources.Designer.cs
generated
82
Unity Studio/Properties/Resources.Designer.cs
generated
@ -60,6 +60,63 @@ namespace Unity_Studio.Properties {
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}
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}
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/// <summary>
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/// 查找类似 #version 140
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///
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///in vec3 normal;
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///
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///out vec4 outputColor;
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///
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///void main()
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///{
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/// vec3 unitNormal = normalize(normal);
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/// float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
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/// vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
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/// vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
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///
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/// vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
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/// color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
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/// color += vec3(0.368, 0.477, 0. [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string fs {
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get {
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return ResourceManager.GetString("fs", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 #version 140
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///
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///out vec4 outputColor;
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///
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///void main()
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///{
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/// outputColor = vec4(0, 0, 0, 1);
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///} 的本地化字符串。
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/// </summary>
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internal static string fsBlack {
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get {
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return ResourceManager.GetString("fsBlack", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 #version 140
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///
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///out vec4 outputColor;
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///in vec4 color;
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///
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///void main()
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///{
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/// outputColor = color;
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///} 的本地化字符串。
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/// </summary>
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internal static string fsColor {
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get {
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return ResourceManager.GetString("fsColor", resourceCulture);
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}
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}
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/// <summary>
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/// 查找 System.Drawing.Bitmap 类型的本地化资源。
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/// </summary>
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@ -79,5 +136,30 @@ namespace Unity_Studio.Properties {
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return ((System.Drawing.Icon)(obj));
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}
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}
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/// <summary>
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/// 查找类似 #version 140
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///
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///in vec3 vertexPosition;
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///in vec3 normalDirection;
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///in vec4 vertexColor;
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///uniform mat4 modelMatrix;
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///uniform mat4 viewMatrix;
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///
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///out vec3 normal;
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///out vec4 color;
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///
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///void main()
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///{
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/// gl_Position = viewMatrix * modelMatrix * vec4(vertexPosition, 1.0);
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/// normal = normalDirection;
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/// color = vertexColor;
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///} 的本地化字符串。
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/// </summary>
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internal static string vs {
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get {
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return ResourceManager.GetString("vs", resourceCulture);
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}
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}
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}
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}
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@ -117,6 +117,47 @@
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<data name="fs" xml:space="preserve">
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<value>#version 140
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in vec3 normal;
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out vec4 outputColor;
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void main()
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{
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vec3 unitNormal = normalize(normal);
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float nDotProduct = clamp(dot(unitNormal, vec3(0.707, 0, 0.707)), 0, 1);
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vec2 ContributionWeightsSqrt = vec2(0.5, 0.5f) + vec2(0.5f, -0.5f) * unitNormal.y;
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vec2 ContributionWeights = ContributionWeightsSqrt * ContributionWeightsSqrt;
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vec3 color = nDotProduct * vec3(1, 0.957, 0.839) / 3.14159;
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color += vec3(0.779, 0.716, 0.453) * ContributionWeights.y;
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color += vec3(0.368, 0.477, 0.735) * ContributionWeights.x;
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outputColor = vec4(sqrt(color), 1);
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}</value>
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</data>
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<data name="fsBlack" xml:space="preserve">
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<value>#version 140
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out vec4 outputColor;
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void main()
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{
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outputColor = vec4(0, 0, 0, 1);
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}</value>
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</data>
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<data name="fsColor" xml:space="preserve">
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<value>#version 140
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out vec4 outputColor;
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in vec4 color;
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void main()
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{
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outputColor = color;
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}</value>
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</data>
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<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
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<data name="preview" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\preview.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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@ -124,4 +165,23 @@
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<data name="unity" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\unity.ico;System.Drawing.Icon, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
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</data>
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<data name="vs" xml:space="preserve">
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<value>#version 140
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in vec3 vertexPosition;
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in vec3 normalDirection;
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in vec4 vertexColor;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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out vec3 normal;
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out vec4 color;
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void main()
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{
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gl_Position = viewMatrix * modelMatrix * vec4(vertexPosition, 1.0);
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normal = normalDirection;
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color = vertexColor;
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}</value>
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</data>
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</root>
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