lawless/client/library/7a/7a115de7-2d94-4620-8b89-766d7f8cbff9.json
徐勤民 521603a899
一些检测仍在等待运行
Docs Build / build-and-deploy (push) Waiting to run
refactor(client): 删除游戏核心管理器和场景脚本
- 移除 ConfigManager 配置管理器类
- 移除 GameManager 全局单例管理器类
- 移除 NetworkManager 网络连接管理器类
- 移除 CharacterData 和 ItemData 数据模型类
- 移除 BagScene、BattleScene、LobbyScene 等场景脚本
- 移除 EncounterBubble 和 EventFeedPanel UI组件脚本
- 更新代理邀请文档中的服务器连接方式
- 更新同步状态表格中的代理任务分配信息
- 添加 MiMo 任务完成总结和审查修复记录
2026-07-03 21:34:51 +08:00

532 行
22 KiB
JSON

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"frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n highp mat4 cc_matView;\n highp mat4 cc_matViewInv;\n highp mat4 cc_matProj;\n highp mat4 cc_matProjInv;\n highp mat4 cc_matViewProj;\n highp mat4 cc_matViewProjInv;\n highp vec4 cc_cameraPos;\n mediump vec4 cc_surfaceTransform;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_exposure;\n mediump vec4 cc_mainLitDir;\n mediump vec4 cc_mainLitColor;\n mediump vec4 cc_ambientSky;\n mediump vec4 cc_ambientGround;\n mediump vec4 cc_fogColor;\n mediump vec4 cc_fogBase;\n mediump vec4 cc_fogAdd;\n mediump vec4 cc_nearFar;\n mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nin vec4 wposition;\nlayout(std140) uniform TexCoords {\n vec4 BrushPos;\n vec4 BrushParams;\n};\nuniform sampler2D BrushImage;\nvec4 frag () {\n float Radius = BrushParams.x;\n float Falloff = BrushParams.y;\n float Rotation = BrushParams.z;\n float DeltaU = BrushPos.x - wposition.x;\n float DeltaV = BrushPos.z - wposition.z;\n if (Rotation != 0.0) {\n float sine = sin(Rotation);\n float cosine = cos(Rotation);\n float _11 = cosine, _21 = sine;\n float _12 = -sine, _22 = cosine;\n float tmpx = DeltaU * _11 + DeltaV * _21;\n float tmpz = DeltaU * _12 + DeltaV * _22;\n DeltaU = tmpx;\n DeltaV = tmpz;\n }\n float k = 0.0;\n if (abs(DeltaU) < Radius && abs(DeltaV) < Radius) {\n float u = DeltaU / Radius * 0.5 + 0.5;\n float v = DeltaV / Radius * 0.5 + 0.5;\n k = texture(BrushImage, vec2(u, v)).r;\n }\n vec4 color = vec4(0, 0, 0, 0);\n color.rgb = vec3(100, 100, 135) / 255.0;\n color.a = 0.85 * k;\n return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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"frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec4 wposition;\n uniform vec4 BrushPos;\n uniform vec4 BrushParams;\nuniform sampler2D BrushImage;\nvec4 frag () {\n float Radius = BrushParams.x;\n float Falloff = BrushParams.y;\n float Rotation = BrushParams.z;\n float DeltaU = BrushPos.x - wposition.x;\n float DeltaV = BrushPos.z - wposition.z;\n if (Rotation != 0.0) {\n float sine = sin(Rotation);\n float cosine = cos(Rotation);\n float _11 = cosine, _21 = sine;\n float _12 = -sine, _22 = cosine;\n float tmpx = DeltaU * _11 + DeltaV * _21;\n float tmpz = DeltaU * _12 + DeltaV * _22;\n DeltaU = tmpx;\n DeltaV = tmpz;\n }\n float k = 0.0;\n if (abs(DeltaU) < Radius && abs(DeltaV) < Radius) {\n float u = DeltaU / Radius * 0.5 + 0.5;\n float v = DeltaV / Radius * 0.5 + 0.5;\n k = texture2D(BrushImage, vec2(u, v)).r;\n }\n vec4 color = vec4(0, 0, 0, 0);\n color.rgb = vec3(100, 100, 135) / 255.0;\n color.a = 0.85 * k;\n return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
},
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}
},
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