commit 8c3cc166e61d0636fb2824fbb56c6059e38a6827 Author: Dean Herbert Date: Fri Aug 26 13:24:39 2016 +0900 Initial commit. diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..f119960 --- /dev/null +++ b/.gitignore @@ -0,0 +1,260 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. + +# User-specific files +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ + +# Visual Studio 2015 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUNIT +*.VisualState.xml +TestResult.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# DNX +project.lock.json +project.fragment.lock.json +artifacts/ + +*_i.c +*_p.c +*_i.h +*.ilk +*.meta +*.obj +*.pch +*.pdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# JustCode is a .NET coding add-in +.JustCode + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# TODO: Comment the next line if you want to checkin your web deploy settings +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# The packages folder can be ignored because of Package Restore +**/packages/* +# except build/, which is used as an MSBuild target. +!**/packages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/packages/repositories.config +# NuGet v3's project.json files produces more ignoreable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.pfx +*.publishsettings +node_modules/ +orleans.codegen.cs + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm + +# SQL Server files +*.mdf +*.ldf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# JetBrains Rider +.idea/ +*.sln.iml + +# CodeRush +.cr/ + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc \ No newline at end of file diff --git a/LICENCE.md b/LICENCE.md new file mode 100644 index 0000000..43fbc03 --- /dev/null +++ b/LICENCE.md @@ -0,0 +1,163 @@ +## creative commons + +# Attribution-NonCommercial 4.0 International + +Creative Commons Corporation (“Creative Commons”) is not a law firm and does not provide legal services or legal advice. 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If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions. + +c. No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor. + +d. Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority. + +``` +Creative Commons is not a party to its public licenses. Notwithstanding, Creative Commons may elect to apply one of its public licenses to material it publishes and in those instances will be considered the “Licensor.” Except for the limited purpose of indicating that material is shared under a Creative Commons public license or as otherwise permitted by the Creative Commons policies published at [creativecommons.org/policies](http://creativecommons.org/policies), Creative Commons does not authorize the use of the trademark “Creative Commons” or any other trademark or logo of Creative Commons without its prior written consent including, without limitation, in connection with any unauthorized modifications to any of its public licenses or any other arrangements, understandings, or agreements concerning use of licensed material. For the avoidance of doubt, this paragraph does not form part of the public licenses. + +Creative Commons may be contacted at creativecommons.org +`` \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..6a9f32d --- /dev/null +++ b/README.md @@ -0,0 +1,14 @@ +# osu-resources +[osu! on the web](https://osu.ppy.sh) | [dev chat](https://discord.gg/ppy) + +Rhythm is just a *click* away. The future of osu! and the beginning of an open era! + +# Requirements + +This is a dependency of [osu!](https://github.com/ppy/osu) and intended to be used as a submodule only. + +# Licence + +The content of this repository is licensed under [CC-BY-NC 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode). Please see [the licence file](LICENCE) for more information. [tl;dr](https://tldrlegal.com/license/creative-commons-attribution-noncommercial-4.0-international-(cc-by-nc-4.0)) you can use in a non-commercial manner. + +Please note that this *does not cover* the usage of the "osu!" or "ppy" branding in any software, resources, advertising or promotion, as this is protected by trademark law. If you require clearance for the use of these terms, please [contact us](mailto:contact@ppy.sh). diff --git a/osu.Game.Resources/Fonts/Exo2.0-Regular.otf b/osu.Game.Resources/Fonts/Exo2.0-Regular.otf new file mode 100644 index 0000000..4bd82f9 Binary files /dev/null and b/osu.Game.Resources/Fonts/Exo2.0-Regular.otf differ diff --git a/osu.Game.Resources/Fonts/Exo2.0-license.txt b/osu.Game.Resources/Fonts/Exo2.0-license.txt new file mode 100644 index 0000000..31196cd --- /dev/null +++ b/osu.Game.Resources/Fonts/Exo2.0-license.txt @@ -0,0 +1,47 @@ +SIL Open Font License v1.10 + +This license can also be found at this permalink: https://www.fontsquirrel.com/license/exo-2 + +Copyright (c) 2013, Natanael Gama (www.ndiscovered.com . info(at)ndiscovered.com), with Reserved Font Name Exo. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL + +—————————————————————————————- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +—————————————————————————————- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. + +DEFINITIONS +“Font Software” refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. + +“Reserved Font Name” refers to any names specified as such after the copyright statement(s). + +“Original Version” refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +“Modified Version” refers to any derivative made by adding to, deleting, or substituting—in part or in whole—any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. + +“Author” refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. + +5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/osu.Game.Resources/Properties/AssemblyInfo.cs b/osu.Game.Resources/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..1d2a1e2 --- /dev/null +++ b/osu.Game.Resources/Properties/AssemblyInfo.cs @@ -0,0 +1,36 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("osu!ui")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("osu!ui")] +[assembly: AssemblyCopyright("Copyright © 2016")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("d9a367c9-4c1a-489f-9b05-a0cea2b53b58")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/osu.Game.Resources/Samples/welcome.mp3 b/osu.Game.Resources/Samples/welcome.mp3 new file mode 100644 index 0000000..dff7d96 Binary files /dev/null and b/osu.Game.Resources/Samples/welcome.mp3 differ diff --git a/osu.Game.Resources/Shaders/sh_Bloom.fs b/osu.Game.Resources/Shaders/sh_Bloom.fs new file mode 100644 index 0000000..6f9683d --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Bloom.fs @@ -0,0 +1,77 @@ +#ifdef GL_ES + precision mediump float; +#endif + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform sampler2D m_Sampler; + +//Width to sample from +uniform float mag; + +//Alpha value +uniform float alpha; + +uniform float redtint; + +//Operate on a high range (0.5 - 1.0) or the full range (0.0 - 1.0) +uniform bool hirange; + +#ifndef GL_ES + const vec2 offsets[12] = vec2[12] + ( + vec2(-0.326212, -0.405805), + vec2(-0.840144, -0.073580), + vec2(-0.695914, 0.457137), + vec2(-0.203345, 0.620716), + vec2(0.962340, -0.194983), + vec2(0.473434, -0.480026), + vec2(0.519456, 0.767022), + vec2(0.185461, -0.893124), + vec2(0.507431, 0.064425), + vec2(0.896420, 0.412458), + vec2(-0.321940, -0.932615), + vec2(-0.791559, -0.597705) + ); +#endif + +void main(void) +{ +#ifdef GL_ES + vec2 offsets[12]; + offsets[0] = vec2(-0.326212, -0.405805); + offsets[1] = vec2(-0.840144, -0.073580); + offsets[2] = vec2(-0.695914, 0.457137); + offsets[3] = vec2(-0.203345, 0.620716); + offsets[4] = vec2(0.962340, -0.194983); + offsets[5] = vec2(0.473434, -0.480026); + offsets[6] = vec2(0.519456, 0.767022); + offsets[7] = vec2(0.185461, -0.893124); + offsets[8] = vec2(0.507431, 0.064425); + offsets[9] = vec2(0.896420, 0.412458); + offsets[10] = vec2(-0.321940, -0.932615); + offsets[11] = vec2(-0.791559, -0.597705); +#endif + + vec4 sum = pow(texture2D(m_Sampler, v_TexCoord), vec4(2.0)); + + //Accumulate the colour from 12 neighbouring pixels + for (int i = 0; i < 12; i++) + sum += pow(texture2D(m_Sampler, v_TexCoord + (offsets[i] * mag)), vec4(2.0)); + + //Average the sum + sum /= 13.0; + sum = sqrt(sum); + + //Fix alpha + sum.a *= alpha; + + //Expand the higher range if applicable + if (hirange) + sum.rgb = (sum.rgb - 0.5) * 2.0; + + sum.r += redtint; + + gl_FragColor = v_Colour * sum; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Blur2D.h b/osu.Game.Resources/Shaders/sh_Blur2D.h new file mode 100644 index 0000000..f960985 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Blur2D.h @@ -0,0 +1,23 @@ +#ifdef GL_ES + precision mediump float; +#endif + +vec4 blur(sampler2D tex, int radius, vec2 direction, vec2 texCoord, vec2 texSize) +{ + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + + sum += pow(texture2D(tex, texCoord), vec4(2.0)); + //Probably not the smartest way to do this + //cap at radius = 200 for D3D unrolling + for (int i = 1; i <= 200; i++) + { + sum += pow(texture2D(tex, texCoord + direction * float(i) / texSize), vec4(2.0)); + sum += pow(texture2D(tex, texCoord + direction * float(-i) / texSize), vec4(2.0)); + if (i == radius) + break; + } + sum /= float(radius) * 2.0 + 1.0; + sum = sqrt(sum); + + return sum; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_BlurHorizontal.fs b/osu.Game.Resources/Shaders/sh_BlurHorizontal.fs new file mode 100644 index 0000000..72c9495 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_BlurHorizontal.fs @@ -0,0 +1,19 @@ +#ifdef GL_ES + precision mediump float; +#endif + +#include "sh_Blur2D.h"; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform sampler2D m_Sampler; + +uniform vec2 texSize; + +uniform int radius; + +void main(void) +{ + gl_FragColor = v_Colour * blur(m_Sampler, radius, vec2(1.0, 0.0), v_TexCoord, texSize); +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_BlurVertical.fs b/osu.Game.Resources/Shaders/sh_BlurVertical.fs new file mode 100644 index 0000000..97613a2 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_BlurVertical.fs @@ -0,0 +1,19 @@ +#ifdef GL_ES + precision mediump float; +#endif + +#include "sh_Blur2D.h"; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform sampler2D m_Sampler; + +uniform vec2 texSize; + +uniform int radius; + +void main(void) +{ + gl_FragColor = v_Colour * blur(m_Sampler, radius, vec2(0.0, 1.0), v_TexCoord, texSize); +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_CircularProgressBar.fs b/osu.Game.Resources/Shaders/sh_CircularProgressBar.fs new file mode 100644 index 0000000..7da9790 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_CircularProgressBar.fs @@ -0,0 +1,75 @@ +#ifdef GL_ES + precision mediump float; +#endif + +const float TWOPI = 6.28318548; +const float PI = 3.14159274; +const float RING_FUDGE_FACTOR = 0.05; + +const float GLOW_OVERSHOOT = 0.3; + +uniform vec2 m_CenterPos; +uniform float m_OuterRadius; +uniform float m_InnerRadius; +uniform float m_OuterGlowRadius; +uniform float m_InnerGlowRadius; + +uniform float m_Alpha; + +uniform vec4 m_RingForegroundColour; +uniform vec4 m_RingBackgroundColour; +uniform vec4 m_GlowColour; // Normalized + +uniform float m_Progress; + +varying vec2 v_Position; + +/** +* Returns 1.0 if m_InnerRadius < dist < m_OuterRadius. +*/ +float isRing(float dist) +{ + return smoothstep(m_InnerRadius, m_InnerRadius + 1.0, dist) + * smoothstep(m_OuterRadius, m_OuterRadius - 1.0, dist); +} + +/** +* If m_InnerGlowRadius < dist < m_InnerRadius || m_OuterRadius < dist < m_OuterGlowRadius +* returns the linear interpolation of the glow bewteen those bounds. +* Returns 0 if no glow. +*/ +float isGlow(float dist) +{ + return smoothstep(m_InnerGlowRadius, m_InnerRadius, dist) // Before the ring + * clamp(1.0 - isRing(dist), 0.0, 1.0) // During the ring + * smoothstep(m_OuterGlowRadius, m_OuterRadius, dist); // After the ring +} + +void main(void) +{ + // Radius from the center + float dist = distance(v_Position, m_CenterPos); + + // Top of area is at -PI / PI, bottom is 0 + float angle = atan(v_Position.x - m_CenterPos.x, v_Position.y - m_CenterPos.y); + float startAngle = (0.5 - m_Progress) * TWOPI; + + // Glow and AA reduction once the ring is too small + float reduction = smoothstep(PI, PI - GLOW_OVERSHOOT, startAngle); + + float activeRingAmount = smoothstep(startAngle - reduction * RING_FUDGE_FACTOR, startAngle, angle); + + float activeGlowAmount = max(smoothstep(startAngle - GLOW_OVERSHOOT, startAngle + GLOW_OVERSHOOT, angle), // Start + smoothstep(-PI + GLOW_OVERSHOOT, -PI - GLOW_OVERSHOOT, angle)) // Top (left) + * reduction * smoothstep(PI + GLOW_OVERSHOOT / 2.0, PI - GLOW_OVERSHOOT / 2.0, angle); // Top (right) + + activeGlowAmount += max(0.0, (1.0 - activeGlowAmount) * smoothstep(0.9, 1.0, m_Progress)); + + // Todo: Probably make darkening uniforms + vec4 glowColour = isGlow(dist) * (activeGlowAmount + (1.0 - activeGlowAmount) * 0.2) * m_GlowColour; + vec4 ringColour = isRing(dist) * (activeRingAmount * m_RingForegroundColour + (1.0 - activeRingAmount) * m_RingBackgroundColour); + + gl_FragColor = (ringColour + glowColour) * m_Alpha; + + //Todo: Discard fragments? idk... +} diff --git a/osu.Game.Resources/Shaders/sh_Colour.fs b/osu.Game.Resources/Shaders/sh_Colour.fs new file mode 100644 index 0000000..fad4e3f --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Colour.fs @@ -0,0 +1,10 @@ +#ifdef GL_ES + precision mediump float; +#endif + +varying vec4 v_Colour; + +void main(void) +{ + gl_FragColor = v_Colour; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Colour.vs b/osu.Game.Resources/Shaders/sh_Colour.vs new file mode 100644 index 0000000..0f6675f --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Colour.vs @@ -0,0 +1,12 @@ +attribute vec2 m_Position; +attribute vec4 m_Colour; + +varying vec4 v_Colour; + +uniform mat4 g_ProjMatrix; + +void main(void) +{ + gl_Position = g_ProjMatrix * vec4(m_Position.xy, 1.0, 1.0); + v_Colour = m_Colour; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_CursorTrail.vs b/osu.Game.Resources/Shaders/sh_CursorTrail.vs new file mode 100644 index 0000000..d75179c --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_CursorTrail.vs @@ -0,0 +1,16 @@ +attribute vec2 m_Position; +attribute vec2 m_TexCoord; +attribute float m_Time; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform mat4 g_ProjMatrix; +uniform float g_FadeClock; + +void main(void) +{ + gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); + v_Colour = vec4(1.0, 1.0, 1.0, m_Time - g_FadeClock); + v_TexCoord = m_TexCoord; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Particle.vs b/osu.Game.Resources/Shaders/sh_Particle.vs new file mode 100644 index 0000000..8c26959 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Particle.vs @@ -0,0 +1,23 @@ +attribute vec2 m_Position; +attribute vec2 m_TexCoord; +attribute float m_Time; +attribute vec2 m_Direction; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform mat4 g_ProjMatrix; +uniform float g_FadeClock; +uniform float g_Gravity; + +void main(void) +{ + vec2 targetPosition = + m_Position + + m_Direction * clamp((g_FadeClock + 100.0) / (m_Time + 100.0), 0.0, 1.0) + + vec2(0.0, g_Gravity * g_FadeClock * g_FadeClock / 1000000.0); + + gl_Position = g_ProjMatrix * vec4(targetPosition, 1.0, 1.0); + v_Colour = vec4(1.0, 1.0, 1.0, 1.0 - clamp(g_FadeClock / m_Time, 0.0, 1.0)); + v_TexCoord = m_TexCoord; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Position.vs b/osu.Game.Resources/Shaders/sh_Position.vs new file mode 100644 index 0000000..ed4fdf6 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Position.vs @@ -0,0 +1,11 @@ +attribute vec2 m_Position; + +varying vec2 v_Position; + +uniform mat4 g_ProjMatrix; + +void main(void) +{ + gl_Position = g_ProjMatrix * vec4(m_Position.xy, 1.0, 1.0); + v_Position = m_Position; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Texture.fs b/osu.Game.Resources/Shaders/sh_Texture.fs new file mode 100644 index 0000000..9444c8a --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Texture.fs @@ -0,0 +1,13 @@ +#ifdef GL_ES + precision mediump float; +#endif + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform sampler2D m_Sampler; + +void main(void) +{ + gl_FragColor = v_Colour * texture2D(m_Sampler, v_TexCoord, -0.7); +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Texture2D.vs b/osu.Game.Resources/Shaders/sh_Texture2D.vs new file mode 100644 index 0000000..4e4c919 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Texture2D.vs @@ -0,0 +1,15 @@ +attribute vec2 m_Position; +attribute vec4 m_Colour; +attribute vec2 m_TexCoord; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform mat4 g_ProjMatrix; + +void main(void) +{ + gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); + v_Colour = m_Colour; + v_TexCoord = m_TexCoord; +} \ No newline at end of file diff --git a/osu.Game.Resources/Shaders/sh_Texture3D.vs b/osu.Game.Resources/Shaders/sh_Texture3D.vs new file mode 100644 index 0000000..9eddf51 --- /dev/null +++ b/osu.Game.Resources/Shaders/sh_Texture3D.vs @@ -0,0 +1,15 @@ +attribute vec3 m_Position; +attribute vec4 m_Colour; +attribute vec2 m_TexCoord; + +varying vec4 v_Colour; +varying vec2 v_TexCoord; + +uniform mat4 g_ProjMatrix; + +void main(void) +{ + gl_Position = g_ProjMatrix * vec4(m_Position, 1.0); + v_Colour = m_Colour; + v_TexCoord = m_TexCoord; +} \ No newline at end of file diff --git a/osu.Game.Resources/Textures/menu-osu.png b/osu.Game.Resources/Textures/menu-osu.png new file mode 100644 index 0000000..24bb6a2 Binary files /dev/null and b/osu.Game.Resources/Textures/menu-osu.png differ diff --git a/osu.Game.Resources/Textures/menu-osu@2x.png b/osu.Game.Resources/Textures/menu-osu@2x.png new file mode 100644 index 0000000..2b5274c Binary files /dev/null and b/osu.Game.Resources/Textures/menu-osu@2x.png differ diff --git a/osu.Game.Resources/osu.Game.Resources.csproj b/osu.Game.Resources/osu.Game.Resources.csproj new file mode 100644 index 0000000..7e27051 --- /dev/null +++ b/osu.Game.Resources/osu.Game.Resources.csproj @@ -0,0 +1,75 @@ + + + + + Debug + AnyCPU + {D9A367C9-4C1A-489F-9B05-A0CEA2B53B58} + Library + Properties + osu.Game.Resources + osu.Game.Resources + v4.5 + 512 + + + + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file