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Updated freetype version
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tanis2000 committed Dec 30, 2024
1 parent 8229eb0 commit 798eba5
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Showing 688 changed files with 136,894 additions and 84,994 deletions.
200 changes: 97 additions & 103 deletions .idea/editor.xml

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7 changes: 0 additions & 7 deletions .idea/misc.xml

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10 changes: 10 additions & 0 deletions assets/shaders/dst/gl33/flat.glsl_flat_glsl410_fs.glsl
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#version 410

layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec4 color;

void main()
{
fragColor = color;
}

15 changes: 15 additions & 0 deletions assets/shaders/dst/gl33/flat.glsl_flat_glsl410_vs.glsl
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#version 410

uniform vec4 vs_params[12];
layout(location = 0) in vec3 vertexPosition;
layout(location = 0) out vec4 color;
layout(location = 1) in vec4 vertexColor;
layout(location = 2) in vec2 vertexTexture;

void main()
{
gl_Position = ((mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7])) * mat4(vs_params[8], vs_params[9], vs_params[10], vs_params[11])) * vec4(vertexPosition, 1.0);
gl_PointSize = 1.0;
color = vertexColor;
}

12 changes: 12 additions & 0 deletions assets/shaders/dst/gles/flat.glsl_flat_glsl300es_fs.glsl
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#version 300 es
precision mediump float;
precision highp int;

layout(location = 0) out highp vec4 fragColor;
in highp vec4 color;

void main()
{
fragColor = color;
}

15 changes: 15 additions & 0 deletions assets/shaders/dst/gles/flat.glsl_flat_glsl300es_vs.glsl
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#version 300 es

uniform vec4 vs_params[12];
layout(location = 0) in vec3 vertexPosition;
out vec4 color;
layout(location = 1) in vec4 vertexColor;
layout(location = 2) in vec2 vertexTexture;

void main()
{
gl_Position = ((mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7])) * mat4(vs_params[8], vs_params[9], vs_params[10], vs_params[11])) * vec4(vertexPosition, 1.0);
gl_PointSize = 1.0;
color = vertexColor;
}

26 changes: 26 additions & 0 deletions assets/shaders/dst/hlsl/flat.glsl_flat_hlsl4_fs.hlsl
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static float4 fragColor;
static float4 color;

struct SPIRV_Cross_Input
{
float4 color : TEXCOORD0;
};

struct SPIRV_Cross_Output
{
float4 fragColor : SV_Target0;
};

void frag_main()
{
fragColor = color;
}

SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
color = stage_input.color;
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.fragColor = fragColor;
return stage_output;
}
46 changes: 46 additions & 0 deletions assets/shaders/dst/hlsl/flat.glsl_flat_hlsl4_vs.hlsl
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cbuffer vs_params : register(b0)
{
row_major float4x4 _19_projectionMatrix : packoffset(c0);
row_major float4x4 _19_viewMatrix : packoffset(c4);
row_major float4x4 _19_modelMatrix : packoffset(c8);
};


static float4 gl_Position;
static float gl_PointSize;
static float3 vertexPosition;
static float4 color;
static float4 vertexColor;
static float2 vertexTexture;

struct SPIRV_Cross_Input
{
float3 vertexPosition : TEXCOORD0;
float4 vertexColor : TEXCOORD1;
float2 vertexTexture : TEXCOORD2;
};

struct SPIRV_Cross_Output
{
float4 color : TEXCOORD0;
float4 gl_Position : SV_Position;
};

void vert_main()
{
gl_Position = mul(float4(vertexPosition, 1.0f), mul(_19_modelMatrix, mul(_19_viewMatrix, _19_projectionMatrix)));
gl_PointSize = 1.0f;
color = vertexColor;
}

SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
vertexPosition = stage_input.vertexPosition;
vertexColor = stage_input.vertexColor;
vertexTexture = stage_input.vertexTexture;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.color = color;
return stage_output;
}
22 changes: 22 additions & 0 deletions assets/shaders/dst/metal-ios/flat.glsl_flat_metal_ios_fs.metal
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#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct main0_out
{
float4 fragColor [[color(0)]];
};

struct main0_in
{
float4 color [[user(locn0)]];
};

fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.fragColor = in.color;
return out;
}

34 changes: 34 additions & 0 deletions assets/shaders/dst/metal-ios/flat.glsl_flat_metal_ios_vs.metal
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#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct vs_params
{
float4x4 projectionMatrix;
float4x4 viewMatrix;
float4x4 modelMatrix;
};

struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
float gl_PointSize [[point_size]];
};

struct main0_in
{
float3 vertexPosition [[attribute(0)]];
float4 vertexColor [[attribute(1)]];
};

vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = ((_19.projectionMatrix * _19.viewMatrix) * _19.modelMatrix) * float4(in.vertexPosition, 1.0);
out.gl_PointSize = 1.0;
out.color = in.vertexColor;
return out;
}

22 changes: 22 additions & 0 deletions assets/shaders/dst/metal-macos/flat.glsl_flat_metal_macos_fs.metal
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#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct main0_out
{
float4 fragColor [[color(0)]];
};

struct main0_in
{
float4 color [[user(locn0)]];
};

fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
out.fragColor = in.color;
return out;
}

34 changes: 34 additions & 0 deletions assets/shaders/dst/metal-macos/flat.glsl_flat_metal_macos_vs.metal
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#include <metal_stdlib>
#include <simd/simd.h>

using namespace metal;

struct vs_params
{
float4x4 projectionMatrix;
float4x4 viewMatrix;
float4x4 modelMatrix;
};

struct main0_out
{
float4 color [[user(locn0)]];
float4 gl_Position [[position]];
float gl_PointSize [[point_size]];
};

struct main0_in
{
float3 vertexPosition [[attribute(0)]];
float4 vertexColor [[attribute(1)]];
};

vertex main0_out main0(main0_in in [[stage_in]], constant vs_params& _19 [[buffer(0)]])
{
main0_out out = {};
out.gl_Position = ((_19.projectionMatrix * _19.viewMatrix) * _19.modelMatrix) * float4(in.vertexPosition, 1.0);
out.gl_PointSize = 1.0;
out.color = in.vertexColor;
return out;
}

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