- moved documentation out of the Source folder and added surface shader sources.

This commit is contained in:
Christoph Oelckers 2019-10-05 13:17:26 +02:00
parent b83349fe6b
commit 0ee80628a2
8 changed files with 92 additions and 71 deletions

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BUILD SOURCE CODE LICENSE TERMS: 06/20/2000 BUILD SOURCE CODE LICENSE TERMS: 06/20/2000
[1] I give you permission to make modifications to my Build source and [1] I give you permission to make modifications to my Build source and
distribute it, BUT: distribute it, BUT:
[2] Any derivative works based on my Build source may be distributed ONLY [2] Any derivative works based on my Build source may be distributed ONLY
through the INTERNET. through the INTERNET.
[3] Distribution of any derivative works MUST be done completely FREE of [3] Distribution of any derivative works MUST be done completely FREE of
charge - no commercial exploitation whatsoever. charge - no commercial exploitation whatsoever.
[4] Anything you distribute which uses a part of my Build Engine source [4] Anything you distribute which uses a part of my Build Engine source
code MUST include: code MUST include:
[A] The following message somewhere in the archive: [A] The following message somewhere in the archive:
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken" // Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info. // See the included license file "BUILDLIC.TXT" for license info.
[B] This text file "BUILDLIC.TXT" along with it. [B] This text file "BUILDLIC.TXT" along with it.
[C] Any source files that you modify must include this message as well: [C] Any source files that you modify must include this message as well:
// This file has been modified from Ken Silverman's original release // This file has been modified from Ken Silverman's original release
[5] The use of the Build Engine for commercial purposes will require an [5] The use of the Build Engine for commercial purposes will require an
appropriate license arrangement with me. Contact information is appropriate license arrangement with me. Contact information is
on my web site. on my web site.
[6] I take no responsibility for damage to your system. [6] I take no responsibility for damage to your system.
[7] Technical support: Before contacting me with questions, please read [7] Technical support: Before contacting me with questions, please read
and do ALL of the following! and do ALL of the following!
[A] Look through ALL of my text files. There are 7 of them (including this [A] Look through ALL of my text files. There are 7 of them (including this
one). I like to think that I wrote them for a reason. You will find one). I like to think that I wrote them for a reason. You will find
many of your answers in the history section of BUILD.TXT and many of your answers in the history section of BUILD.TXT and
BUILD2.TXT (they're located inside SRC.ZIP). BUILD2.TXT (they're located inside SRC.ZIP).
[B] If that doesn't satisfy you, then try going to: [B] If that doesn't satisfy you, then try going to:
"http://www.advsys.net/ken/buildsrc" "http://www.advsys.net/ken/buildsrc"
where I will maintain a Build Source Code FAQ (or perhaps I might where I will maintain a Build Source Code FAQ (or perhaps I might
just provide a link to a good FAQ). just provide a link to a good FAQ).
[C] I am willing to respond to questions, but ONLY if they come at a rate [C] I am willing to respond to questions, but ONLY if they come at a rate
that I can handle. that I can handle.
PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS! PLEASE TRY TO AVOID ASKING DUPLICATE QUESTIONS!
As my line of defense, I will post my current policy about As my line of defense, I will post my current policy about
answering Build source questions (right below the E-mail address answering Build source questions (right below the E-mail address
on my web site.) You can check there to see if I'm getting on my web site.) You can check there to see if I'm getting
overloaded with questions or not. overloaded with questions or not.
If I'm too busy, it might say something like this: If I'm too busy, it might say something like this:
I'm too busy to answer Build source questions right now. I'm too busy to answer Build source questions right now.
Sorry, but don't expect a reply from me any time soon. Sorry, but don't expect a reply from me any time soon.
If I'm open for Build source questions, please state your question If I'm open for Build source questions, please state your question
clearly and don't include any unsolicited attachments unless clearly and don't include any unsolicited attachments unless
they're really small (like less than 50k). Assume that I have they're really small (like less than 50k). Assume that I have
a 28.8k modem. Also, don't leave out important details just a 28.8k modem. Also, don't leave out important details just
to make your question appear shorter - making me guess what to make your question appear shorter - making me guess what
you're asking doesn't save me time! you're asking doesn't save me time!
---------------------------------------------------------------------------- ----------------------------------------------------------------------------
-Ken S. (official web site: http://www.advsys.net/ken) -Ken S. (official web site: http://www.advsys.net/ken)

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#version 110
//s_texture points to an indexed color texture
uniform sampler2D s_texture;
//s_palette is the palette texture
uniform sampler2D s_palette;
varying vec2 v_texCoord;
const float c_paletteScale = 255.0/256.0;
const float c_paletteOffset = 0.5/256.0;
void main()
{
vec4 color = texture2D(s_texture, v_texCoord.xy);
color.r = c_paletteOffset + c_paletteScale*color.r;
color.rgb = texture2D(s_palette, color.rg).rgb;
gl_FragColor = color;
}

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#version 110 attribute vec4 i_vertPos; attribute vec2 i_texCoord; varying vec2 v_texCoord; void main() { gl_Position = i_vertPos; v_texCoord = i_texCoord; }