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expand bios collection, retrobat at 93% coverage
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339
bios/ScummVM/ScummVM/COPYING
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339
bios/ScummVM/ScummVM/COPYING
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|
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|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License.
|
||||
121
bios/ScummVM/ScummVM/COPYING.BSD
Normal file
121
bios/ScummVM/ScummVM/COPYING.BSD
Normal file
|
|
@ -0,0 +1,121 @@
|
|||
NOTE: Only certain parts of the ScummVM project are under the BSD license.
|
||||
The majority of the files are under the GNU GPL. See the headers of the
|
||||
individual files to find out the exact license.
|
||||
|
||||
The term "BSD license" refers to any BSD-like license, as they are sometimes
|
||||
hard to tell apart. No slight against other licenses is intended.
|
||||
|
||||
|
||||
Parts of the Nintendo DS port use the following license:
|
||||
|
||||
Copyright (c) 2006 Michael "Chishm" Chisholm
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
3. The name of the author may not be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
|
||||
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
||||
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Parts of the MPEG decoder use the following license:
|
||||
|
||||
Copyright (c) 1995 The Regents of the University of California.
|
||||
All rights reserved.
|
||||
|
||||
Permission to use, copy, modify, and distribute this software and its
|
||||
documentation for any purpose, without fee, and without written agreement is
|
||||
hereby granted, provided that the above copyright notice and the following
|
||||
two paragraphs appear in all copies of this software.
|
||||
|
||||
IN NO EVENT SHALL THE UNIVERSITY OF CALIFORNIA BE LIABLE TO ANY PARTY FOR
|
||||
DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
|
||||
OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF THE UNIVERSITY OF
|
||||
CALIFORNIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
THE UNIVERSITY OF CALIFORNIA SPECIFICALLY DISCLAIMS ANY WARRANTIES,
|
||||
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
|
||||
AND FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS
|
||||
ON AN "AS IS" BASIS, AND THE UNIVERSITY OF CALIFORNIA HAS NO OBLIGATION TO
|
||||
PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
|
||||
|
||||
Copyright (c) 1995 Erik Corry
|
||||
All rights reserved.
|
||||
|
||||
Permission to use, copy, modify, and distribute this software and its
|
||||
documentation for any purpose, without fee, and without written agreement is
|
||||
hereby granted, provided that the above copyright notice and the following
|
||||
two paragraphs appear in all copies of this software.
|
||||
|
||||
IN NO EVENT SHALL ERIK CORRY BE LIABLE TO ANY PARTY FOR DIRECT, INDIRECT,
|
||||
SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF
|
||||
THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF ERIK CORRY HAS BEEN ADVISED
|
||||
OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
ERIK CORRY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
|
||||
BASIS, AND ERIK CORRY HAS NO OBLIGATION TO PROVIDE MAINTENANCE, SUPPORT,
|
||||
UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
|
||||
|
||||
Portions of this software Copyright (c) 1995 Brown University.
|
||||
All rights reserved.
|
||||
|
||||
Permission to use, copy, modify, and distribute this software and its
|
||||
documentation for any purpose, without fee, and without written agreement
|
||||
is hereby granted, provided that the above copyright notice and the
|
||||
following two paragraphs appear in all copies of this software.
|
||||
|
||||
IN NO EVENT SHALL BROWN UNIVERSITY BE LIABLE TO ANY PARTY FOR
|
||||
DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES ARISING OUT
|
||||
OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN IF BROWN
|
||||
UNIVERSITY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
BROWN UNIVERSITY SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
|
||||
PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS"
|
||||
BASIS, AND BROWN UNIVERSITY HAS NO OBLIGATION TO PROVIDE MAINTENANCE,
|
||||
SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
|
||||
|
||||
|
||||
Parts of the MT-32 emulator use the following license:
|
||||
|
||||
Copyright (c) 2011, Micael Hildenborg
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in the
|
||||
documentation and/or other materials provided with the distribution.
|
||||
* Neither the name of Micael Hildenborg nor the
|
||||
names of its contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY Micael Hildenborg ''AS IS'' AND ANY
|
||||
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL Micael Hildenborg BE LIABLE FOR ANY
|
||||
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
690
bios/ScummVM/ScummVM/COPYING.FREEFONT
Normal file
690
bios/ScummVM/ScummVM/COPYING.FREEFONT
Normal file
|
|
@ -0,0 +1,690 @@
|
|||
NOTE: This license file only applies to the GNU FreeFont files:
|
||||
"FreeSansBold.ttf", "FreeSans.ttf" and "FreeMonoBold.ttf" distributed along
|
||||
with our theme files.
|
||||
|
||||
The following license applies with this exception:
|
||||
As a special exception, if you create a document which uses this font, and
|
||||
embed this font or unaltered portions of this font into the document, this
|
||||
font does not by itself cause the resulting document to be covered by the
|
||||
GNU General Public License. This exception does not however invalidate any
|
||||
other reasons why the document might be covered by the GNU General Public
|
||||
License. If you modify this font, you may extend this exception to your
|
||||
version of the font, but you are not obligated to do so. If you do not
|
||||
wish to do so, delete this exception statement from your version.
|
||||
|
||||
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<http://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
||||
508
bios/ScummVM/ScummVM/COPYING.LGPL
Normal file
508
bios/ScummVM/ScummVM/COPYING.LGPL
Normal file
|
|
@ -0,0 +1,508 @@
|
|||
NOTE: Only certain parts of the ScummVM project are under the GNU LGPL.
|
||||
The majority of the files are under the GNU GPL. See the headers of the
|
||||
individual files to find out the exact license.
|
||||
|
||||
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
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||||
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|
||||
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||||
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|
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|
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|
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|
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|
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|
||||
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||||
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|
||||
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||||
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|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
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|
||||
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|
||||
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|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
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|
||||
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|
||||
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|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
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|
||||
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|
||||
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|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
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|
||||
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|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
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||||
You should also get your employer (if you work as a programmer) or your
|
||||
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|
||||
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|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
||||
98
bios/ScummVM/ScummVM/COPYING.OFL
Normal file
98
bios/ScummVM/ScummVM/COPYING.OFL
Normal file
|
|
@ -0,0 +1,98 @@
|
|||
NOTE: This license file only applies to the Source Code Pro font file:
|
||||
"SourceCodeVariable-Roman.ttf" distributed along with our theme files.
|
||||
|
||||
Copyright 2010, 2012 Adobe Systems Incorporated (http://www.adobe.com/),
|
||||
with Reserved Font Name 'Source'. All Rights Reserved. Source is a
|
||||
trademark of Adobe Systems Incorporated in the United States and/or other
|
||||
countries.
|
||||
|
||||
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.
|
||||
408
bios/ScummVM/ScummVM/COPYRIGHT
Normal file
408
bios/ScummVM/ScummVM/COPYRIGHT
Normal file
|
|
@ -0,0 +1,408 @@
|
|||
ScummVM
|
||||
Copyright (C) 2001-2020 by the following:
|
||||
|
||||
If you have contributed to this project then you deserve to be on this
|
||||
list. Contact us (see: AUTHORS) and we'll add you.
|
||||
|
||||
Manuel Alfayate
|
||||
Torbjorn Andersson
|
||||
Tore Anderson
|
||||
Matteo Angelino
|
||||
Chris Apers
|
||||
Adrian Astley
|
||||
Bertrand Augereau
|
||||
Ori Avtalion
|
||||
Nicolas Bacca
|
||||
Dobo Balazs
|
||||
Daniel Balsom
|
||||
Yotam Barnoy
|
||||
Fabio Battaglia
|
||||
Vincent Benony
|
||||
Alex Bevilacqua
|
||||
Laurent Blume
|
||||
Bastien Bouclet
|
||||
Arnaud Boutonne
|
||||
Francois-R Boyer
|
||||
Peter Bozso
|
||||
Jurgen Braam
|
||||
Ralph Brorsen
|
||||
James Brown
|
||||
Henry Bush
|
||||
Stuart Caie
|
||||
Rainer Canavan
|
||||
Ben Castricum
|
||||
Xiaojun Chen
|
||||
Jamieson Christian
|
||||
Ryan Clark
|
||||
William Claydon
|
||||
Fabien Coeurjoly
|
||||
Marcus Comstedt
|
||||
David Corrales-Lopez
|
||||
Paolo Costabel
|
||||
Robert Crossfield
|
||||
Thierry Crozat
|
||||
Vyacheslav Dikonov
|
||||
Paul David Doherty
|
||||
Martin Doucha
|
||||
Ivan Dubrov
|
||||
Frantisek Dufka
|
||||
Sylvain Dupont
|
||||
Joachim Eberhard
|
||||
Thomas Edvalson
|
||||
Oystein Eftevaag
|
||||
David Eriksson
|
||||
Thomas Fach-Pedersen
|
||||
Yaroslav Fedevych
|
||||
Jerome Fisher
|
||||
Hampus Flink
|
||||
Hans-Joerg Frieden
|
||||
Greg Frieger
|
||||
Tom Frost
|
||||
Stuart George
|
||||
Paul Gilbert
|
||||
Jean Marc Gimenez
|
||||
Robert Goeffringmann
|
||||
Victor Gonzalez
|
||||
GrajPoPolsku.pl Team
|
||||
Chris Gray
|
||||
Jonathan Gray
|
||||
Tobias Gunkel
|
||||
Benjamin Haisch
|
||||
Vincent Hamm
|
||||
Ruediger Hanke
|
||||
Matt Hargett
|
||||
Andre Heider
|
||||
Sven Hesse
|
||||
Jochen Hoenicke
|
||||
Matthew Hoops
|
||||
Max Horn
|
||||
Travis Howell
|
||||
Janne Huttunen
|
||||
Ravi I.
|
||||
Felix Jakschitsch
|
||||
Kovacs Endre Janos
|
||||
Jeroen Janssen
|
||||
Emmanuel Jeandel
|
||||
Dmitry Jemerov
|
||||
David Jensen
|
||||
Florian Kagerer
|
||||
Keith Kaisershot
|
||||
Filippos Karapetis
|
||||
Andreas Karlsson
|
||||
Denis Kasak
|
||||
Chris Kehler
|
||||
Robert Kelsen
|
||||
Ismail Khatib
|
||||
Oliver Kiehl
|
||||
Martin Kiewitz
|
||||
Peter Kohaut
|
||||
Pawel Kolodziejski
|
||||
George Kormendi
|
||||
Mutwin Kraus
|
||||
Stefan Kristiansson
|
||||
Andrew Kurushin
|
||||
Daniel ter Laan
|
||||
Hugo Labrande
|
||||
Christopher T. Lansdown
|
||||
Sergey Lapin
|
||||
Angus Lees
|
||||
Rickard Lind
|
||||
Max Lingua
|
||||
Lubomyr Lisen
|
||||
Ivan Lukyanov
|
||||
Tomas Maidagan
|
||||
Hubert Maier
|
||||
Johannes Manhave
|
||||
Lothar Serra Mari
|
||||
Vicent Marti
|
||||
Claudio Matsuoka
|
||||
Thomas Mayer
|
||||
Robert Megone
|
||||
Vladimir Menshakov
|
||||
Alyssa Milburn
|
||||
Neil Millstone
|
||||
Dark Minister
|
||||
Gregory Montoir
|
||||
Peter Moraliyski
|
||||
Carl Muckenhoupt
|
||||
Alejandro Gomez de la Munoza
|
||||
Sean Murray
|
||||
Kostas Nakos
|
||||
Mikesch Nepomuk
|
||||
Jeremy Newman
|
||||
Anders Baden Nielsen
|
||||
Juha Niemimaki
|
||||
Walter van Niftrik
|
||||
Nicolas Noble
|
||||
Steffen Nyeland
|
||||
Rune Orsval
|
||||
Chris Page
|
||||
Willem Jan Palenstijn
|
||||
Stefan Parviainen
|
||||
Solomon Peachy
|
||||
Lars Persson
|
||||
Joost Peters
|
||||
Tim Phillips
|
||||
Robey Pointer
|
||||
Jordi Vilalta Prat
|
||||
Magnus Reftel
|
||||
Christoph Reichenbach
|
||||
George Reid
|
||||
Klaus Reimer
|
||||
Andreas Roever
|
||||
Edward Rudd
|
||||
Toni Saarela
|
||||
Kari Salminen
|
||||
Eugene Sandulenko
|
||||
Santiago G. Sanz
|
||||
Simon Sawatzki
|
||||
Daniel Schepler
|
||||
Dominik Scherer
|
||||
Johannes Schickel
|
||||
Luc Schrijvers
|
||||
Zbynik Schwarz
|
||||
Keith Scroggins
|
||||
Dan Serban
|
||||
Lars Skovlund
|
||||
Paul Smedley
|
||||
Colin Snover
|
||||
Tarek Soliman
|
||||
Einar Johan T. Somaaen
|
||||
Andre Souza
|
||||
Robert Spalek
|
||||
Rink Springer
|
||||
Won Star
|
||||
Markus Strangl
|
||||
Ludvig Strigeus
|
||||
Fedor Strizhniou
|
||||
David Symonds
|
||||
Rainer De Temple
|
||||
Julien Templier
|
||||
Sean Terrell
|
||||
Tobia Tesan
|
||||
Scott Thomas
|
||||
David Turner
|
||||
Lionel Ulmer
|
||||
Mikel Iturbe Urretxa
|
||||
Hugues Valois
|
||||
Petr Vyhnak
|
||||
Chris Warren-Smith
|
||||
Robin Watts
|
||||
Lukasz Watka
|
||||
David Weinehall
|
||||
Fredrik Wendel
|
||||
John Willis
|
||||
Anton Yarcev
|
||||
Bas Zoetekouw
|
||||
Jezar
|
||||
n0p
|
||||
peres
|
||||
Quietust
|
||||
ScummBR Team
|
||||
Raina
|
||||
|
||||
|
||||
Patches contributed by:
|
||||
|
||||
Laura Abbott "sageofminerva"
|
||||
Vikram Aggarwal "youngelf"
|
||||
Norbert Bajko
|
||||
Giovanni Bajo
|
||||
Matan Bareket
|
||||
Dieter Baron "dillo"
|
||||
Kevin Becker
|
||||
Alban Bedel "albeu"
|
||||
Bodo Bellut "bellut"
|
||||
Nagy Bendeguz
|
||||
Andreas Bierfert "awjb"
|
||||
Kaustav Biswas
|
||||
Elio Blanca "eblanca76"
|
||||
Martin Bohm
|
||||
David Breakey "dbreakey"
|
||||
Michael du Breuil "WickedShell"
|
||||
Michael Brown
|
||||
Robert Buchholz "prendi"
|
||||
Sander Buskens
|
||||
Giulio Camuffo
|
||||
Kevin Carnes
|
||||
Mathieu Carot "yokna"
|
||||
Stefano Ceccherini "jackburton"
|
||||
Travis S Coady "theealien"
|
||||
Josh Coalson "jcoalson"
|
||||
Curt Coder
|
||||
Thomas Combeleran "hibernatus"
|
||||
Patrick Combet
|
||||
Kees Cook "keescook"
|
||||
Carlos Corbacho "cathectic"
|
||||
Andrea Corna
|
||||
Roberto Costa "fiix76"
|
||||
Eric Culp
|
||||
Alexander Dergunov
|
||||
Alexandre Detiste
|
||||
Roman Donchenko
|
||||
Heather Douglass
|
||||
Michael Drueing "doc_wagon"
|
||||
Matthew Duggan "stauff1"
|
||||
Barry Duncan
|
||||
Olivier Duverne "richiefs"
|
||||
Andrei Dziahel "develop7"
|
||||
John Eckerdal "johneck"
|
||||
Abdeselam El-Haman
|
||||
Henrik Engqvist
|
||||
Mike Frysinger "vapier"
|
||||
Bence Gazder
|
||||
Chris Gelatt "kreeblah"
|
||||
Jens Georg "phako"
|
||||
Nicolas George "cigaes"
|
||||
Martin Gerhardy
|
||||
Jonathan Gevaryahu "lord_nightmare"
|
||||
Boris Gnezdilov
|
||||
Tobias Gruetzmacher "tobig"
|
||||
Damien Guard "damienguard"
|
||||
Matti Hamalainen "ccrtnsp"
|
||||
Lauri Harsila
|
||||
Stefan Haubenthal "polluks"
|
||||
Gavin Hayler
|
||||
Alexander Holler "holler"
|
||||
Enrico Horn
|
||||
Falk Hueffner "mellum"
|
||||
Casey Hutchinson "nnooiissee"
|
||||
Tomas Jakobsson
|
||||
Gregor Jasny "gjasny"
|
||||
Matt Johnson "mattjon"
|
||||
Nicolas Joly "njoly"
|
||||
Yusuke Kamiyamane
|
||||
Martin Kennedy
|
||||
Stephen Kennedy
|
||||
Sam Kenny "sam_k"
|
||||
Koen Kooi "koenkooi"
|
||||
Christoph Korn
|
||||
Christian Krause
|
||||
Till Kresslein
|
||||
Zygmunt Krynicki "zygoon"
|
||||
Janne Kujanpaa "jukuja"
|
||||
Neeraj Kumar
|
||||
Oleksiy Kurochko
|
||||
Jay Lanagan "r0ni"
|
||||
Norbert Lange "nolange"
|
||||
Manuel Lauss "mlau2"
|
||||
Rolf Leggewie "leggewie"
|
||||
Jim Leiterman
|
||||
Matt Lewandowsky
|
||||
Chenbo Li
|
||||
Rob Loach
|
||||
Duncan Lock "dflock"
|
||||
Mark Lodato "itsr0y"
|
||||
Fridvin Logi "phillip_j_fry"
|
||||
Michael Lojkovic
|
||||
Borja Lorente Escobar
|
||||
Georg Lukas "ge0rg"
|
||||
Artem Lukoyanov
|
||||
Michael Madsen "pidgeot"
|
||||
Matthias Mailander
|
||||
Narek Mailian
|
||||
Christoph Mallon
|
||||
Engin Manap
|
||||
Dmitry Marakasov "amdmi3"
|
||||
Alejandro Marzini "vgvgf"
|
||||
Connor McLeod "mcleod2032"
|
||||
Mickey McMurray "metafox"
|
||||
Adam Metcalf "gamblore"
|
||||
Nicola Mettifogo
|
||||
Frank Meyering "frank_m24"
|
||||
Gael Le Migno "kilobug"
|
||||
Etienne Millon
|
||||
Andy Molloy "maloi"
|
||||
Omer Mor
|
||||
Armin Mueller "arm_in"
|
||||
Sean Murrau "lightcast"
|
||||
Andrea Musuruane "musuruan"
|
||||
KO Myung-Hun "lvzuufx"
|
||||
Markus Napp "meist3r"
|
||||
Peter Naulls "pnaulls"
|
||||
Christian Neumair "mannythegnome"
|
||||
Hannes Niederhausen
|
||||
Markus Niemisto "niemisto"
|
||||
Bastien Nocera
|
||||
Jody Northup
|
||||
Julian Ospald
|
||||
Christopher Page
|
||||
Chris Paras "paras_rasmatazz"
|
||||
Aubin Paul "outlyer"
|
||||
Michael Pearce
|
||||
Vincent Pelletier "subdino"
|
||||
Jussi Pitkanen
|
||||
Carsten Pohl "carstenpohl"
|
||||
Tony Puccinelli
|
||||
Markus Pyykko "mankeli"
|
||||
Rodrigo Rebello
|
||||
Alexander Reim
|
||||
Thomas Richter "thorfdbg"
|
||||
Felix Riemann "kirschsaft"
|
||||
Timo Roehling "t1m0"
|
||||
Jonathan Rogers "jonner"
|
||||
Enrico Rolfi
|
||||
Doron Rosenberg
|
||||
Marek Roth "logicdeluxe"
|
||||
David Russo
|
||||
Uwe Ryssel "uweryssel"
|
||||
Florian Schmitt "fatpenguin"
|
||||
Mark Schreiber "mark7"
|
||||
Ben Shadwick "benshadwick"
|
||||
Rodrigo Silva
|
||||
Jean-Yves Simon "lethalwp"
|
||||
Andrej Sinicyn "andrej4000"
|
||||
Dmitry Smirnov
|
||||
Steve Stavropoulos "isnothere"
|
||||
Daniel Steinberger "amorphousshape"
|
||||
Sven Strothoff "dataslayer"
|
||||
Andrea Suatoni "mrhandler"
|
||||
Max Tabachenko
|
||||
DOSBox Team
|
||||
Sarien Team
|
||||
Joel Teichroeb
|
||||
Jimmi Thogersen
|
||||
Alexander Tkachov
|
||||
Pino Toscano
|
||||
Luigi Toscano "ltosky"
|
||||
Xavier Trochu "xtrochu"
|
||||
Vasyl Tsvirkunov
|
||||
Michal Tulacek "tutchek"
|
||||
Michael Udaltsov "cccp99"
|
||||
Joni Vahamaki
|
||||
Kristof Vansant "lupusbe"
|
||||
Aaryaman Vasishta
|
||||
Tim Walters "realmz"
|
||||
Eric A. Welsh "eweish42"
|
||||
Yudhi Widyatama "yudhi97"
|
||||
Jakub Wilk
|
||||
Kieron Wilkinson
|
||||
Robert Wohlrab "moshroum"
|
||||
James Woodcock
|
||||
Grant Yeager "glo_kidd"
|
||||
Benjamin W. Zale "junior_aepi"
|
||||
Kamil Zbrog
|
||||
Michal Ziabkowski
|
||||
Bramvandijk "bramvandijk"
|
||||
Canadacow
|
||||
countingpine
|
||||
Damien
|
||||
dc france "erwan2004"
|
||||
dewt "mncl"
|
||||
dubsdj
|
||||
Florent "flobo"
|
||||
Florob "florob"
|
||||
j0tt
|
||||
Jellby "jellby"
|
||||
Joerg "macdrega"
|
||||
Lostech "lostech"
|
||||
Nicos "anarxia"
|
||||
ole
|
||||
phi1
|
||||
Pix2 "pix2"
|
||||
Richard "trinity78"
|
||||
Scarlatti "escarlate"
|
||||
the rara avis "theraraavis"
|
||||
Tim "tipabu"
|
||||
vandalo
|
||||
Xanathar "xanathar"
|
||||
BIN
bios/ScummVM/ScummVM/extra/.variants/drascula.dat
Normal file
BIN
bios/ScummVM/ScummVM/extra/.variants/drascula.dat
Normal file
Binary file not shown.
BIN
bios/ScummVM/ScummVM/extra/.variants/freescape.dat
Normal file
BIN
bios/ScummVM/ScummVM/extra/.variants/freescape.dat
Normal file
Binary file not shown.
BIN
bios/ScummVM/ScummVM/extra/.variants/kyra.dat
Normal file
BIN
bios/ScummVM/ScummVM/extra/.variants/kyra.dat
Normal file
Binary file not shown.
BIN
bios/ScummVM/ScummVM/extra/.variants/wintermute.zip
Normal file
BIN
bios/ScummVM/ScummVM/extra/.variants/wintermute.zip
Normal file
Binary file not shown.
BIN
bios/ScummVM/ScummVM/extra/Roland_SC-88.sf2
Normal file
BIN
bios/ScummVM/ScummVM/extra/Roland_SC-88.sf2
Normal file
Binary file not shown.
7986
bios/ScummVM/ScummVM/extra/pred.dic
Normal file
7986
bios/ScummVM/ScummVM/extra/pred.dic
Normal file
File diff suppressed because it is too large
Load diff
20
bios/ScummVM/ScummVM/extra/shaders/emi_actor.fragment
Normal file
20
bios/ScummVM/ScummVM/extra/shaders/emi_actor.fragment
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform UBOOL textured;
|
||||
uniform float alphaRef;
|
||||
uniform float meshAlpha;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
vec4 texColor = texture(tex, Texcoord);
|
||||
outColor.rgba *= texColor.rgba;
|
||||
outColor.a *= meshAlpha;
|
||||
if (outColor.a < alphaRef)
|
||||
discard;
|
||||
}
|
||||
}
|
||||
65
bios/ScummVM/ScummVM/extra/shaders/emi_actor.vertex
Normal file
65
bios/ScummVM/ScummVM/extra/shaders/emi_actor.vertex
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 extraMatrix;
|
||||
uniform highp mat4 normalMatrix;
|
||||
uniform highp vec3 cameraPos;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL useVertexAlpha;
|
||||
uniform vec4 uniformColor;
|
||||
|
||||
struct shadow_info {
|
||||
UBOOL _active;
|
||||
vec3 _color;
|
||||
vec3 _light;
|
||||
vec3 _point;
|
||||
vec3 _normal;
|
||||
};
|
||||
|
||||
uniform shadow_info shadow;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec4 pos = vec4(position, 1.0);
|
||||
pos = modelMatrix * pos;
|
||||
|
||||
// See http://en.wikipedia.org/wiki/Line-plane_intersection
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
pos /= pos.w;
|
||||
vec3 l = pos.xyz - shadow._light;
|
||||
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
|
||||
vec3 p = shadow._light + d * l;
|
||||
pos = vec4(p, 1.0);
|
||||
}
|
||||
|
||||
pos -= vec4(cameraPos * pos.w, 0.0);
|
||||
pos = viewMatrix * pos;
|
||||
pos /= pos.w;
|
||||
pos.z *= -1.0;
|
||||
|
||||
vec4 projectedPos = projMatrix * pos;
|
||||
|
||||
gl_Position = projectedPos;
|
||||
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
Color = vec4(shadow._color, 1.0);
|
||||
} else {
|
||||
Color = color;
|
||||
}
|
||||
if (!UBOOL_TEST(useVertexAlpha))
|
||||
Color.a = 1.0;
|
||||
Color *= uniformColor;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
Texcoord = texcoord;
|
||||
} else {
|
||||
Texcoord = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
}
|
||||
20
bios/ScummVM/ScummVM/extra/shaders/emi_actorlights.fragment
Normal file
20
bios/ScummVM/ScummVM/extra/shaders/emi_actorlights.fragment
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform UBOOL textured;
|
||||
uniform float alphaRef;
|
||||
uniform float meshAlpha;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
vec4 texColor = texture(tex, Texcoord);
|
||||
outColor.rgba *= texColor.rgba;
|
||||
outColor.a *= meshAlpha;
|
||||
if (outColor.a < alphaRef)
|
||||
discard;
|
||||
}
|
||||
}
|
||||
115
bios/ScummVM/ScummVM/extra/shaders/emi_actorlights.vertex
Normal file
115
bios/ScummVM/ScummVM/extra/shaders/emi_actorlights.vertex
Normal file
|
|
@ -0,0 +1,115 @@
|
|||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 extraMatrix;
|
||||
uniform highp mat4 normalMatrix;
|
||||
uniform highp vec3 cameraPos;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL useVertexAlpha;
|
||||
uniform vec4 uniformColor;
|
||||
uniform UBOOL hasAmbient;
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform vec4 lightsPosition[maxLights];
|
||||
uniform vec4 lightsDirection[maxLights];
|
||||
uniform vec4 lightsColor[maxLights];
|
||||
uniform vec4 lightsParams[maxLights];
|
||||
|
||||
struct shadow_info {
|
||||
UBOOL _active;
|
||||
vec3 _color;
|
||||
vec3 _light;
|
||||
vec3 _point;
|
||||
vec3 _normal;
|
||||
};
|
||||
|
||||
uniform shadow_info shadow;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec4 pos = vec4(position, 1.0);
|
||||
pos = modelMatrix * pos;
|
||||
|
||||
// See http://en.wikipedia.org/wiki/Line-plane_intersection
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
pos /= pos.w;
|
||||
vec3 l = pos.xyz - shadow._light;
|
||||
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
|
||||
vec3 p = shadow._light + d * l;
|
||||
pos = vec4(p, 1.0);
|
||||
}
|
||||
|
||||
pos -= vec4(cameraPos * pos.w, 0.0);
|
||||
pos = viewMatrix * pos;
|
||||
pos /= pos.w;
|
||||
pos.z *= -1.0;
|
||||
|
||||
vec4 projectedPos = projMatrix * pos;
|
||||
|
||||
gl_Position = projectedPos;
|
||||
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
Color = vec4(shadow._color, 1.0);
|
||||
} else {
|
||||
Color = color;
|
||||
}
|
||||
if (!UBOOL_TEST(useVertexAlpha))
|
||||
Color.a = 1.0;
|
||||
Color *= uniformColor;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
Texcoord = texcoord;
|
||||
} else {
|
||||
Texcoord = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
vec3 light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 normalEye = normalize((normalMatrix * vec4(normal, 1.0)).xyz);
|
||||
|
||||
for (int i = 0; i < maxLights; ++i) {
|
||||
float intensity = lightsColor[i].w;
|
||||
float light_type = lightsPosition[i].w;
|
||||
if (light_type >= 0.0) { // Not ambient
|
||||
vec3 vertexToLight;
|
||||
if (light_type > 0.0) { // positional light
|
||||
float falloffNear = lightsParams[i].x;
|
||||
float falloffFar = max(falloffNear, lightsParams[i].y);
|
||||
vertexToLight = lightsPosition[i].xyz - pos.xyz;
|
||||
float dist = length(vertexToLight);
|
||||
if (falloffFar == falloffNear) {
|
||||
intensity = 0.0;
|
||||
} else {
|
||||
intensity *= clamp(1.0 - (dist - falloffNear) / (falloffFar - falloffNear), 0.0, 1.0);
|
||||
}
|
||||
if (lightsDirection[i].w > -1.0) { // Spotlight
|
||||
// See DirectX spotlight documentation
|
||||
float cosAngle = -dot(normalize(vertexToLight), normalize(lightsDirection[i].xyz)); // rho
|
||||
float cosPenumbra = clamp(lightsParams[i].w, 0.0, 1.0); // cos(theta / 2)
|
||||
float cosUmbra = clamp(lightsParams[i].z, 0.0, cosPenumbra); // cos(phi / 2)
|
||||
if (cosAngle <= cosPenumbra) {
|
||||
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
|
||||
intensity = 0.0;
|
||||
} else {
|
||||
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // directional light
|
||||
vertexToLight = -lightsPosition[i].xyz;
|
||||
}
|
||||
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
|
||||
}
|
||||
light += lightsColor[i].xyz * intensity;
|
||||
}
|
||||
|
||||
if (!UBOOL_TEST(hasAmbient))
|
||||
light += vec3(0.5, 0.5, 0.5);
|
||||
light /= max(1.0, max(max(light.x, light.y), light.z));
|
||||
Color *= vec4(light, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, Texcoord);
|
||||
}
|
||||
9
bios/ScummVM/ScummVM/extra/shaders/emi_background.vertex
Normal file
9
bios/ScummVM/ScummVM/extra/shaders/emi_background.vertex
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord;
|
||||
gl_Position = vec4(position, 0.0, 1.0);
|
||||
}
|
||||
7
bios/ScummVM/ScummVM/extra/shaders/emi_dimplane.fragment
Normal file
7
bios/ScummVM/ScummVM/extra/shaders/emi_dimplane.fragment
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
OUTPUT
|
||||
|
||||
uniform float dim;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(0.0, 0.0, 0.0, dim);
|
||||
}
|
||||
10
bios/ScummVM/ScummVM/extra/shaders/emi_dimplane.vertex
Normal file
10
bios/ScummVM/ScummVM/extra/shaders/emi_dimplane.vertex
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
in vec2 position;
|
||||
|
||||
void main() {
|
||||
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
|
||||
vec2 pos = position;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = pos.y * 2.0 - 1.0;
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
20
bios/ScummVM/ScummVM/extra/shaders/emi_sprite.fragment
Normal file
20
bios/ScummVM/ScummVM/extra/shaders/emi_sprite.fragment
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform UBOOL textured;
|
||||
uniform float alphaRef;
|
||||
uniform float meshAlpha;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = Color;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
vec4 texColor = texture(tex, Texcoord);
|
||||
outColor.rgba *= texColor.rgba;
|
||||
outColor.a *= meshAlpha;
|
||||
if (outColor.a < alphaRef)
|
||||
discard;
|
||||
}
|
||||
}
|
||||
59
bios/ScummVM/ScummVM/extra/shaders/emi_sprite.vertex
Normal file
59
bios/ScummVM/ScummVM/extra/shaders/emi_sprite.vertex
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 extraMatrix;
|
||||
uniform highp mat4 normalMatrix;
|
||||
uniform highp vec3 cameraPos;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL useVertexAlpha;
|
||||
uniform vec4 uniformColor;
|
||||
|
||||
struct shadow_info {
|
||||
UBOOL _active;
|
||||
vec3 _color;
|
||||
vec3 _light;
|
||||
vec3 _point;
|
||||
vec3 _normal;
|
||||
};
|
||||
|
||||
uniform shadow_info shadow;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec4 pos = vec4(position, 1.0);
|
||||
vec4 offset = modelMatrix * vec4(0.0, 0.0, 0.0, 1.0);
|
||||
offset -= vec4(cameraPos * offset.w, 0.0);
|
||||
offset = viewMatrix * offset;
|
||||
|
||||
pos = extraMatrix * pos;
|
||||
pos += vec4(offset.xyz * pos.w, 0.0);
|
||||
pos /= pos.w;
|
||||
pos.z *= -1.0;
|
||||
|
||||
vec4 projectedPos = projMatrix * pos;
|
||||
projectedPos.z = ROUND(projectedPos.z);
|
||||
|
||||
gl_Position = projectedPos;
|
||||
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
Color = vec4(shadow._color, 1.0);
|
||||
} else {
|
||||
Color = color;
|
||||
}
|
||||
if (!UBOOL_TEST(useVertexAlpha))
|
||||
Color.a = 1.0;
|
||||
Color *= uniformColor;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
Texcoord = texcoord;
|
||||
} else {
|
||||
Texcoord = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, Texcoord);
|
||||
}
|
||||
21
bios/ScummVM/ScummVM/extra/shaders/freescape_bitmap.vertex
Normal file
21
bios/ScummVM/ScummVM/extra/shaders/freescape_bitmap.vertex
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
uniform UBOOL flipY;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord;
|
||||
|
||||
vec2 pos = position;
|
||||
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
|
||||
if (UBOOL_TEST(flipY)) {
|
||||
pos.y *= -1.0;
|
||||
}
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
in vec2 TexCoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D skyTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(skyTexture, TexCoord);
|
||||
}
|
||||
11
bios/ScummVM/ScummVM/extra/shaders/freescape_cubemap.vertex
Normal file
11
bios/ScummVM/ScummVM/extra/shaders/freescape_cubemap.vertex
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
TexCoord = texcoord;
|
||||
gl_Position = mvpMatrix * vec4(position, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
OUTPUT
|
||||
|
||||
uniform UBOOL useStipple;
|
||||
uniform int stipple[128];
|
||||
|
||||
varying vec4 var_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (UBOOL_TEST(useStipple)) {
|
||||
// Calculate the 32x32 pattern coordinates
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
|
||||
// Calculate the byte position and bit position within that byte
|
||||
int x = int(mod(float(coord.x), 32.));
|
||||
int y = int(mod(float(coord.y), 32.));
|
||||
|
||||
// Each row in the 32x32 pattern is represented by 4 bytes (4 * 8 bits = 32 bits)
|
||||
int byteIndex = y * 4 + (x / 8);
|
||||
int bitIndex = int(mod(float(x), 8.));
|
||||
|
||||
// Get the stipple pattern byte
|
||||
int patternByte = 0;
|
||||
for (int i = 0; i < 128; i++) {
|
||||
if (i == byteIndex) {
|
||||
patternByte = stipple[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 7; i++) {
|
||||
if (i >= 7 - bitIndex)
|
||||
break;
|
||||
patternByte = patternByte / 2;
|
||||
}
|
||||
|
||||
if (int(mod(float(patternByte), 2.)) == 0)
|
||||
discard;
|
||||
}
|
||||
|
||||
outColor = var_color;
|
||||
}
|
||||
12
bios/ScummVM/ScummVM/extra/shaders/freescape_triangle.vertex
Normal file
12
bios/ScummVM/ScummVM/extra/shaders/freescape_triangle.vertex
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
in vec3 position;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
uniform vec3 color;
|
||||
|
||||
varying vec4 var_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
var_color = vec4(color, 1.0);
|
||||
gl_Position = mvpMatrix * vec4(position, 1.0);
|
||||
}
|
||||
35
bios/ScummVM/ScummVM/extra/shaders/grim_actor.fragment
Normal file
35
bios/ScummVM/ScummVM/extra/shaders/grim_actor.fragment
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D texZBuf;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL hasZBuffer;
|
||||
uniform vec2 texcropZBuf;
|
||||
uniform vec2 screenSize;
|
||||
uniform float alphaRef;
|
||||
|
||||
const float offsetY = 0.0;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void checkZBuffer() {
|
||||
vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y);
|
||||
vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra;
|
||||
float sceneZ = sampled.y + sampled.x / 256.0;
|
||||
|
||||
if (gl_FragCoord.z * 1.0039 > sceneZ)
|
||||
discard;
|
||||
}
|
||||
|
||||
void main() {
|
||||
if (UBOOL_TEST(hasZBuffer))
|
||||
checkZBuffer();
|
||||
outColor = Color;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
outColor *= texture(tex, Texcoord);
|
||||
}
|
||||
|
||||
if (outColor.a < alphaRef)
|
||||
discard;
|
||||
}
|
||||
57
bios/ScummVM/ScummVM/extra/shaders/grim_actor.vertex
Normal file
57
bios/ScummVM/ScummVM/extra/shaders/grim_actor.vertex
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
const float CONSTANT_ATTENUATION = 1.0;
|
||||
const float LINEAR_ATTENUATION = 0.0;
|
||||
const float QUADRATIC_ATTENUATION = 1.0;
|
||||
|
||||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 extraMatrix;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL lightsEnabled;
|
||||
uniform highp vec2 texScale;
|
||||
|
||||
struct shadow_info {
|
||||
UBOOL _active;
|
||||
vec3 _color;
|
||||
vec3 _light;
|
||||
vec3 _point;
|
||||
vec3 _normal;
|
||||
};
|
||||
|
||||
uniform shadow_info shadow;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec4 pos = modelMatrix * extraMatrix * vec4(position, 1.0);
|
||||
|
||||
// See http://en.wikipedia.org/wiki/Line-plane_intersection
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
pos /= pos.w;
|
||||
vec3 l = pos.xyz - shadow._light;
|
||||
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
|
||||
vec3 p = shadow._light + d * l;
|
||||
pos = vec4(p, 1.0);
|
||||
}
|
||||
|
||||
vec4 positionView = viewMatrix * pos;
|
||||
gl_Position = projMatrix * positionView;
|
||||
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
Color = vec4(shadow._color, 1.0);
|
||||
} else {
|
||||
Color = color;
|
||||
}
|
||||
|
||||
if (UBOOL_TEST(textured)) {
|
||||
Texcoord = vec2(0.0, 1.0) + (texcoord / texScale);
|
||||
} else {
|
||||
Texcoord = vec2(0.0, 0.0);
|
||||
}
|
||||
}
|
||||
35
bios/ScummVM/ScummVM/extra/shaders/grim_actorlights.fragment
Normal file
35
bios/ScummVM/ScummVM/extra/shaders/grim_actorlights.fragment
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D texZBuf;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL hasZBuffer;
|
||||
uniform vec2 texcropZBuf;
|
||||
uniform vec2 screenSize;
|
||||
uniform float alphaRef;
|
||||
|
||||
const float offsetY = 0.0;
|
||||
|
||||
OUTPUT
|
||||
|
||||
void checkZBuffer() {
|
||||
vec2 zCoord = vec2((gl_FragCoord.x - 0.5) / screenSize.x, 1.0 - (gl_FragCoord.y - offsetY - 0.5) / screenSize.y);
|
||||
vec2 sampled = texture(texZBuf, zCoord * texcropZBuf).ra;
|
||||
float sceneZ = sampled.y + sampled.x / 256.0;
|
||||
|
||||
if (gl_FragCoord.z * 1.0039 > sceneZ)
|
||||
discard;
|
||||
}
|
||||
|
||||
void main() {
|
||||
if (UBOOL_TEST(hasZBuffer))
|
||||
checkZBuffer();
|
||||
outColor = Color;
|
||||
if (UBOOL_TEST(textured)) {
|
||||
outColor *= texture(tex, Texcoord);
|
||||
}
|
||||
|
||||
if (outColor.a < alphaRef)
|
||||
discard;
|
||||
}
|
||||
96
bios/ScummVM/ScummVM/extra/shaders/grim_actorlights.vertex
Normal file
96
bios/ScummVM/ScummVM/extra/shaders/grim_actorlights.vertex
Normal file
|
|
@ -0,0 +1,96 @@
|
|||
const float CONSTANT_ATTENUATION = 1.0;
|
||||
const float LINEAR_ATTENUATION = 0.0;
|
||||
const float QUADRATIC_ATTENUATION = 1.0;
|
||||
|
||||
in vec3 position;
|
||||
in vec2 texcoord;
|
||||
in vec4 color;
|
||||
in vec3 normal;
|
||||
|
||||
uniform highp mat4 modelMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 extraMatrix;
|
||||
uniform UBOOL textured;
|
||||
uniform UBOOL lightsEnabled;
|
||||
uniform highp vec2 texScale;
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform vec4 lightsPosition[maxLights];
|
||||
uniform vec4 lightsDirection[maxLights];
|
||||
uniform vec4 lightsColor[maxLights];
|
||||
uniform vec4 lightsParams[maxLights];
|
||||
|
||||
struct shadow_info {
|
||||
UBOOL _active;
|
||||
vec3 _color;
|
||||
vec3 _light;
|
||||
vec3 _point;
|
||||
vec3 _normal;
|
||||
};
|
||||
|
||||
uniform shadow_info shadow;
|
||||
|
||||
out vec2 Texcoord;
|
||||
out vec4 Color;
|
||||
|
||||
void main() {
|
||||
vec4 pos = modelMatrix * extraMatrix * vec4(position, 1.0);
|
||||
|
||||
// See http://en.wikipedia.org/wiki/Line-plane_intersection
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
pos /= pos.w;
|
||||
vec3 l = pos.xyz - shadow._light;
|
||||
float d = dot(shadow._point - shadow._light, shadow._normal) / dot(l, shadow._normal);
|
||||
vec3 p = shadow._light + d * l;
|
||||
pos = vec4(p, 1.0);
|
||||
}
|
||||
|
||||
vec4 positionView = viewMatrix * pos;
|
||||
gl_Position = projMatrix * positionView;
|
||||
|
||||
if (UBOOL_TEST(shadow._active)) {
|
||||
Color = vec4(shadow._color, 1.0);
|
||||
} else {
|
||||
Color = color;
|
||||
}
|
||||
|
||||
if (UBOOL_TEST(textured)) {
|
||||
Texcoord = vec2(0.0, 1.0) + (texcoord / texScale);
|
||||
} else {
|
||||
Texcoord = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
vec3 light = vec3(0.0, 0.0, 0.0);
|
||||
vec3 normalEye = normalize((viewMatrix * (modelMatrix * extraMatrix * vec4(normal, 0.0))).xyz);
|
||||
|
||||
for (int i = 0; i < maxLights; ++i) {
|
||||
float intensity = lightsColor[i].w;
|
||||
float light_type = lightsPosition[i].w;
|
||||
if (light_type >= 0.0) { // Not ambient
|
||||
vec3 vertexToLight = lightsPosition[i].xyz;
|
||||
if (light_type > 0.0) { // positional light
|
||||
vertexToLight -= positionView.xyz;
|
||||
float dist = length(vertexToLight);
|
||||
intensity /= CONSTANT_ATTENUATION + dist * (LINEAR_ATTENUATION + dist * QUADRATIC_ATTENUATION);
|
||||
if (lightsDirection[i].w > -1.0) { // Spotlight
|
||||
// See DirectX spotlight documentation
|
||||
float cosAngle = -dot(normalize(vertexToLight), normalize(lightsDirection[i].xyz)); // rho
|
||||
float cosPenumbra = clamp(lightsParams[i].w, 0.0, 1.0); // cos(theta / 2)
|
||||
float cosUmbra = clamp(lightsParams[i].z, 0.0, cosPenumbra); // cos(phi / 2)
|
||||
if (cosAngle <= cosPenumbra) {
|
||||
if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
|
||||
intensity = 0.0;
|
||||
} else {
|
||||
intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
|
||||
}
|
||||
light += lightsColor[i].xyz * intensity;
|
||||
}
|
||||
light /= max(1.0, max(max(light.x, light.y), light.z));
|
||||
Color *= vec4(light, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, Texcoord);
|
||||
}
|
||||
18
bios/ScummVM/ScummVM/extra/shaders/grim_background.vertex
Normal file
18
bios/ScummVM/ScummVM/extra/shaders/grim_background.vertex
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
uniform vec2 texcrop;
|
||||
uniform vec2 offsetXY;
|
||||
uniform vec2 sizeWH;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord * texcrop;
|
||||
// Coordinates are [0.0;1.0], transform [-1.0; 1.0] and flip Y
|
||||
vec2 pos = offsetXY + position * sizeWH;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
13
bios/ScummVM/ScummVM/extra/shaders/grim_dim.fragment
Normal file
13
bios/ScummVM/ScummVM/extra/shaders/grim_dim.fragment
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
vec4 c = texture(tex, Texcoord);
|
||||
|
||||
float val = (c.r + c.g + c.b) / 10.0;
|
||||
|
||||
outColor = vec4(val, val, val, 1);
|
||||
}
|
||||
16
bios/ScummVM/ScummVM/extra/shaders/grim_dim.vertex
Normal file
16
bios/ScummVM/ScummVM/extra/shaders/grim_dim.vertex
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
uniform vec2 scaleWH;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord;
|
||||
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
|
||||
vec2 pos = position * scaleWH;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = pos.y * 2.0 - 1.0;
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
10
bios/ScummVM/ScummVM/extra/shaders/grim_emerg.fragment
Normal file
10
bios/ScummVM/ScummVM/extra/shaders/grim_emerg.fragment
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec3 color;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(color, texture(tex, Texcoord).a);
|
||||
}
|
||||
21
bios/ScummVM/ScummVM/extra/shaders/grim_emerg.vertex
Normal file
21
bios/ScummVM/ScummVM/extra/shaders/grim_emerg.vertex
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
uniform vec2 sizeWH;
|
||||
uniform vec2 offsetXY;
|
||||
|
||||
uniform vec2 texOffsetXY;
|
||||
uniform vec2 texScale;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
vec2 tex = texcoord;
|
||||
tex.y = 1.0 - tex.y;
|
||||
tex *= texScale;
|
||||
Texcoord = texOffsetXY + tex;
|
||||
vec2 pos = offsetXY + position * sizeWH;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
OUTPUT
|
||||
|
||||
uniform vec3 color;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(color, 1.0);
|
||||
}
|
||||
12
bios/ScummVM/ScummVM/extra/shaders/grim_primitive.vertex
Normal file
12
bios/ScummVM/ScummVM/extra/shaders/grim_primitive.vertex
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
in vec2 position;
|
||||
|
||||
uniform vec2 scaleWH;
|
||||
|
||||
void main() {
|
||||
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
|
||||
vec2 pos = position * scaleWH;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
OUTPUT
|
||||
|
||||
void main() {
|
||||
outColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
in vec3 position;
|
||||
|
||||
uniform highp mat4 projMatrix;
|
||||
uniform highp mat4 viewMatrix;
|
||||
|
||||
void main() {
|
||||
vec4 pos = vec4(position, 1.0);
|
||||
gl_Position = projMatrix * viewMatrix * pos;
|
||||
}
|
||||
10
bios/ScummVM/ScummVM/extra/shaders/grim_smush.fragment
Normal file
10
bios/ScummVM/ScummVM/extra/shaders/grim_smush.fragment
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main() {
|
||||
vec4 color = texture(tex, Texcoord);
|
||||
outColor = vec4(color.rgb, 1.0);
|
||||
}
|
||||
19
bios/ScummVM/ScummVM/extra/shaders/grim_smush.vertex
Normal file
19
bios/ScummVM/ScummVM/extra/shaders/grim_smush.vertex
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
uniform vec2 scale;
|
||||
uniform vec2 offset;
|
||||
|
||||
uniform vec2 texcrop;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord * texcrop;
|
||||
|
||||
vec2 pos = scale * position + offset;
|
||||
// Coordinates are [0.0;1.0], transform [-1.0; 1.0] and flip Y
|
||||
pos.x = (pos.x * 2.0 - 1.0);
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
10
bios/ScummVM/ScummVM/extra/shaders/grim_text.fragment
Normal file
10
bios/ScummVM/ScummVM/extra/shaders/grim_text.fragment
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
in vec2 Texcoord;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec3 color;
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex, Texcoord) * vec4(color, 1.0);
|
||||
}
|
||||
15
bios/ScummVM/ScummVM/extra/shaders/grim_text.vertex
Normal file
15
bios/ScummVM/ScummVM/extra/shaders/grim_text.vertex
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
|
||||
out vec2 Texcoord;
|
||||
|
||||
void main() {
|
||||
Texcoord = texcoord;
|
||||
|
||||
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
|
||||
vec2 pos = position;
|
||||
pos.x = pos.x * 2.0 - 1.0;
|
||||
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
|
||||
|
||||
gl_Position = vec4(pos, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// AMBIENT DIFFUSE COLOR FRAG PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform vec3 ambientColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(tex0, vUv);
|
||||
outColor.xyz *= ambientColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SPECULAR BUMPMAPPING 2D FRAGMENT PROGRAM //////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec3 vUv; //in object space
|
||||
in vec3 vLightDir;
|
||||
in vec2 vScreenPos;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //NormalMap
|
||||
uniform sampler2D tex1; //LightMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 BumpVec = (1 - 2*texture(tex0, vUv));
|
||||
vec4 LightCol = texture(tex1,vScreenPos);
|
||||
float Diffuse = dot(vLightDir,BumpVec.xyz)*LightCol.x;
|
||||
outColor.xyz = Diffuse*vColor.xyz;
|
||||
}
|
||||
48
bios/ScummVM/ScummVM/extra/shaders/hpl1_Bump2D_Light.vertex
Normal file
48
bios/ScummVM/ScummVM/extra/shaders/hpl1_Bump2D_Light.vertex
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BUMPMAPPING 2D VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
|
||||
|
||||
out vec4 vColor;
|
||||
out vec3 vUv;
|
||||
out vec3 vLightDir;
|
||||
out vec2 vScreenPos;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform float LightRadius;
|
||||
uniform vec4 LightColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 L;
|
||||
|
||||
//Get the direction of the light and normalize it
|
||||
vLightDir.xy = position.xy - LightPos.xy;
|
||||
vScreenPos = (vLightDir.xy + (LightRadius) )/ (LightRadius*2.0);
|
||||
//rotate the light to texture (tangent) space. Normal x=cos(angle) y = sin(angle)
|
||||
vec2 TempLight = vLightDir.xy;
|
||||
vLightDir.x = normal.x*TempLight.x + normal.y*TempLight.y;
|
||||
vLightDir.y = normal.x*TempLight.y - normal.y*TempLight.x;
|
||||
vLightDir.x *= normal.z/abs(normal.z);
|
||||
vLightDir.y *= abs(normal.z)-2.0;
|
||||
|
||||
vLightDir.z = -LightPos.z;
|
||||
vLightDir = normalize(vLightDir);
|
||||
|
||||
gl_Position = worldViewProj * position;
|
||||
|
||||
vColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
vUv = uv;
|
||||
}
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BUMP COLOR SPECULAR LIGHTING FRAGMENT PROGRAM ///////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex6; //specularMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
|
||||
vec3 bumpVec = texture(tex1, vUv).xyz;
|
||||
bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
|
||||
|
||||
vec3 normLightDir = normalize(vLightDir);
|
||||
vec3 normHalfVec = normalize(vHalfVec);
|
||||
|
||||
float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w;
|
||||
|
||||
outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * dot(normLightDir, bumpVec.xyz)
|
||||
+ (specular * texture(tex6, vUv).xyz);
|
||||
outColor.xyz *= attenuation;
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE COLOR SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex4; //spotlightMap
|
||||
uniform sampler1D tex5; //spotNegRejectMap
|
||||
uniform sampler2D tex6; //specularMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec3 bumpVec = (2.0*texture(tex1, vUv)-vec4(1.0)).xyz;
|
||||
vec3 lightVec = normalize(vLightDir);
|
||||
vec3 normHalfVec = normalize(vHalfVec);
|
||||
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
vec4 spotColor = texture(tex4, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
float rejectNeg = texture1D(tex5,vSpotlightUv.z + 0.5).x;
|
||||
|
||||
float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0)* vLightColor.w * spotColor.w;
|
||||
|
||||
outColor.xyz = diffuse * dot(lightVec, bumpVec.xyz) * vLightColor.xyz * spotColor.xyz
|
||||
+ (specular * texture(tex6, vUv).xyz);
|
||||
outColor.xyz *= attenuation * rejectNeg;
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in
|
||||
// LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SPECULAR BUMPMAPPING 2D FRAGMENT PROGRAM //////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec3 vUv; // in object space
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec2 vScreenPos;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //NormalMap
|
||||
uniform sampler2D tex1; //LightMap
|
||||
|
||||
void main() {
|
||||
vec4 BumpVec = (vec4(1.0) - 2.0 * texture(tex0, uv));
|
||||
|
||||
vec4 LightCol = texture(tex1, vScreenPos);
|
||||
|
||||
BumpVec.xyz = normalize(BumpVec.xyz);
|
||||
float Diffuse = dot(normalize(vLightDir), BumpVec.xyz) * LightCol.x;
|
||||
|
||||
float Specular = dot(normalize(vHalfVec), BumpVec.xyz);
|
||||
Specular = pow(Specular, 24.0) * BumpVec.w * vColor.w;
|
||||
|
||||
outColor.xyz = Diffuse * vColor.xyz;
|
||||
outColor.w = Specular * LightCol.x;
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SPECULAR BUMPMAPPING 2D VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
|
||||
|
||||
out vec4 vColor
|
||||
out vec2 vUv;
|
||||
out vec3 vLightDir;
|
||||
out vec3 vHalfVec;
|
||||
out vec2 vScreenPos;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec3 EyePos;
|
||||
uniform float LightRadius;
|
||||
uniform vec4 LightColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 L;
|
||||
|
||||
//Get the direction of the light and normalize it
|
||||
vLightDir.xy = position.xy - LightPos.xy;
|
||||
|
||||
vScreenPos = (vLightDir.xy + (LightRadius)) / (LightRadius * 2.0);
|
||||
|
||||
//rotate the light to texture (tangent) space. Normal x=cos(angle) y = sin(angle)
|
||||
vec2 TempLight = vLightDir.xy;
|
||||
vLighttDir.x = normal.x*TempLight.x + normal.y*TempLight.y;
|
||||
vLighttDir.y = normal.x*TempLight.y - normal.y*TempLight.x;
|
||||
vLighttDir.x *= normal.z / abs(normal.z);
|
||||
vLighttDir.y *= abs(normal.z)-2.0;
|
||||
|
||||
vLighttDir.z = -LightPos.z;
|
||||
vLighttDir = normalize(vLightDir);
|
||||
|
||||
//Get the halfangle and normalize it
|
||||
vHalfVec.xy = position.xy - EyePos.xy;
|
||||
vHalfVec.z = -EyePos.y;
|
||||
|
||||
///rotate halfvec as well NOTE: Not sure you need this...
|
||||
vec2 TempHalfVec = vHalfVec.xy;
|
||||
vHalfVec.x = normal.x*TempHalfVec.x + normal.y*TempHalfVec.y;
|
||||
vHalfVec.y = normal.x*TempHalfVec.y - normal.y*TempHalfVec.x;
|
||||
vHalfVec.x *= normal.z/abs(normal.z);
|
||||
vHalfVec.y *= abs(normal.z) - 2.0;
|
||||
|
||||
vHalfVec = normalize(vHalfVec);
|
||||
vHalfVec = normalize(vHalfVec + vLightDir);
|
||||
|
||||
gl_Position = worldViewProj * position;
|
||||
|
||||
vColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
|
||||
vUv = uv;
|
||||
}
|
||||
|
|
@ -0,0 +1,40 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BUMP SPECULAR LIGHTING FRAGMENT PROGRAM ///////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
|
||||
vec4 bumpVec = texture(tex1, vUv);
|
||||
bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
|
||||
|
||||
vec3 normLightDir = normalize(vLightDir);
|
||||
vec3 normHalfVec = normalize(vHalfVec);
|
||||
|
||||
float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0);
|
||||
|
||||
outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * dot(normLightDir, bumpVec.xyz) +
|
||||
specular;
|
||||
outColor.xyz *= attenuation;
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex4; //spotlightMap
|
||||
uniform sampler1D tex5; //spotNegRejectMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec4 bumpVec = texture(tex1, vUv);
|
||||
bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
|
||||
|
||||
vec3 lightVec = normalize(vLightDir);
|
||||
vec3 normHalfVec = normalize(vHalfVec);
|
||||
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
vec4 spotColor = texture(tex4, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
float rejectNeg = texture1D(tex5,vSpotlightUv.z + 0.5).x;
|
||||
|
||||
float specular = clamp(dot(normHalfVec, bumpVec.xyz), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0) * clamp(spotColor.w, 0.0, 1.0);
|
||||
|
||||
outColor.xyz = diffuse * dot(lightVec, bumpVec.xyz) * vLightColor.xyz * spotColor.xyz +
|
||||
specular;
|
||||
outColor.xyz *= attenuation * rejectNeg;
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler2D tex3; //spotlightMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec4 bumpVec = texture(tex1, vUv);
|
||||
bumpVec.xyz = (2.0*bumpVec.xyz)-vec3(1.0);
|
||||
|
||||
vec3 lightVec = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;
|
||||
vHalfVec = (2.0*textureCube(tex2,vHalfVec)-vec4(1.0)).xyz;
|
||||
|
||||
vec4 spotColor = texture(tex3, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
|
||||
float specular = clamp(dot(vHalfVec, bumpVec.xyz), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w * clamp(bumpVec.w, 0.0, 1.0) * clamp(spotColor.w, 0.0, 1.0);
|
||||
|
||||
outColor.xyz = diffuse * dot(lightVec, bumpVec.xyz) * vLightColor.xyz * spotColor.xyz +
|
||||
specular;
|
||||
}
|
||||
32
bios/ScummVM/ScummVM/extra/shaders/hpl1_Bump_Light.fragment
Normal file
32
bios/ScummVM/ScummVM/extra/shaders/hpl1_Bump_Light.fragment
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
|
||||
vec4 bumpVec = (2.0*texture(tex1, vUv)-vec4(1.0));
|
||||
vec4 lightVec = (2.0*textureCube(tex2,vLightDir)-vec4(1.0));
|
||||
|
||||
outColor.xyz = texture(tex0, vUv).xyz * vLightColor.xyz * attenuation * dot(lightVec.xyz,bumpVec.xyz);
|
||||
outColor.w = 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in
|
||||
// LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BUMP SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex4; //spotlightMap
|
||||
uniform sampler1D tex5; //spotNegRejectMap
|
||||
|
||||
void main() {
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec3 bumpVec = (2 * texture(tex1, vUv) - 1).xyz;
|
||||
vec3 lightVec = (2.0 * textureCube(tex2, vLightDir) - 1.0).xyz;
|
||||
|
||||
float attenuation = texture1D(tex3, dot(vLightDir, vLightDir)).x;
|
||||
vec3 spotColor =
|
||||
texture(tex4, vSpotlightUv.xy / vSpotlightUv.w).xyz;
|
||||
float rejectNeg = texture1D(tex5, vSpotlightUv.z + 0.5).x;
|
||||
outColor.xyz = diffuse * dot(lightVec, bumpVec) * attenuation *
|
||||
vLightColor.xyz * spotColor * rejectNeg;
|
||||
}
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in
|
||||
// LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BUMP SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler2D tex3; //spotlightMap
|
||||
|
||||
void main() {
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
vec3 bumpVec = (2.0 * texture(tex1, vUv) - vec4(1.0)).xyz;
|
||||
vec3 lightVec = (2.0 * textureCube(tex2, vLightDir) - vec4(1.0)).xyz;
|
||||
vec3 spotColor =
|
||||
texture(tex3, vSpotlightUv.xy / vSpotlightUv.w).xyz;
|
||||
outColor.xyz = diffuse * dot(lightVec, bumpVec) * vLightColor.xyz * spotColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPECULAR LIGHTING FRAGMENT PROGRAM ////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex3, dot(vLightDir,vLightDir)).x;
|
||||
|
||||
vec3 lightDir = normalize(vLightDir);
|
||||
vec3 halfVec = normalize(vHalfVec);
|
||||
|
||||
float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w;
|
||||
|
||||
outColor.xyz = specular + texture(tex0, vUv).xyz * vLightColor.xyz * dot(normalize(lightDir), vec3(0,0,1));
|
||||
outColor.xyz = outColor.xyz * attenuation;
|
||||
}
|
||||
|
|
@ -0,0 +1,51 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPECULAR LIGHTING VERTEX PROGRAM //////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec2 vUv;
|
||||
out vec3 vLightDir;
|
||||
out vec3 vHalfVec;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 EyePos;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
//Get the halfvector for the specular term
|
||||
vHalfVec = normalize(EyePos - position.xyz);
|
||||
//transform to tangent space
|
||||
vHalfVec = (rotation * vHalfVec);
|
||||
vHalfVec = normalize(vLightDir)+vHalfVec;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPECULAR SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex4; //spotlightMap
|
||||
uniform sampler1D tex5; //spotNegRejectMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec3 lightNormal = normalize(vLightDir);
|
||||
vec3 halfVec = normalize(vHalfVec);
|
||||
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
vec4 spotColor = texture(tex4, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
float rejectNeg = texture1D(tex5,vSpotlightUv.z + 0.5).x;
|
||||
|
||||
float specular = clamp(dot(halfVec, vec3(0,0,1)), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w * spotColor.w;
|
||||
|
||||
outColor.xyz = specular + diffuse * dot(lightNormal, vec3(0,0,1)) * vLightColor.xyz * spotColor.xyz;
|
||||
outColor.xyz *= attenuation * rejectNeg;
|
||||
}
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPECUALR SPOT LIGHTING VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec2 vUv;
|
||||
out vec3 vLightDir;
|
||||
out vec3 vHalfVec;
|
||||
out vec4 vSpotlightUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 spotViewProj;
|
||||
|
||||
uniform vec3 EyePos;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vSpotlightUv = (spotViewProj * position);
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
//Get the halfvector for the specular term
|
||||
vHalfVec = normalize(EyePos - position.xyz);
|
||||
//transform to tangent space
|
||||
vHalfVec = (rotation * vHalfVec);
|
||||
vHalfVec = normalize(vLightDir)+vHalfVec;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPECULAR SPOTLIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec3 vHalfVec;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler2D tex3; //spotlightMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
|
||||
vec3 lightNormal = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;
|
||||
vHalfVec = (2.0*textureCube(tex2,vHalfVec)-vec4(1.0)).xyz;
|
||||
|
||||
vec4 spotColor = texture(tex3, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
|
||||
float specular = clamp(dot(vHalfVec, vec3(0,0,1)), 0.0, 1.0);
|
||||
specular = pow(specular, 16.0) * vLightColor.w * spotColor.w;
|
||||
|
||||
outColor.xyz = specular + diffuse * dot(lightNormal, vec3(0,0,1)) * vLightColor.xyz * spotColor.xyz;
|
||||
}
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR FRAGMENT PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(tex0, vUv) * vColor;
|
||||
}
|
||||
26
bios/ScummVM/ScummVM/extra/shaders/hpl1_Diffuse_Color.vertex
Normal file
26
bios/ScummVM/ScummVM/extra/shaders/hpl1_Diffuse_Color.vertex
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec4 color = gl_Color;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
|
||||
out vec4 vColor;
|
||||
out vec2 vUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = worldViewProj * position;
|
||||
vColor = clamp(color, vec4(0.0), vec4(1.0));
|
||||
vUv = uv;
|
||||
}
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE COLOR MUL VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 color = gl_Color.xyz;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
|
||||
|
||||
out vec3 vColor;
|
||||
out vec3 vUv;
|
||||
|
||||
uniform mat4 worldViewProj
|
||||
uniform vec4 colorMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = worldViewProj * position;
|
||||
|
||||
vColor = clamp(color * colorMul, vec3(0.0), vec3(1.0));
|
||||
|
||||
vUv = uv;
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
// Diffuse_EnvMap_Reflect.fragment
|
||||
|
||||
in vec3 vColor;
|
||||
in vec3 vUv;
|
||||
in vec3 vUv2;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; // diffuse
|
||||
uniform samplerCube tex1;
|
||||
|
||||
void main() {
|
||||
vec4 diffuseColor = texture(tex0, vUv.st);
|
||||
vec4 reflectedColor = textureCube(tex1, vUv2);
|
||||
outColor = mix(diffuseColor, reflectedColor, diffuseColor.a);
|
||||
}
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 color = gl_Color.xyz;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
|
||||
out vec3 vColor;
|
||||
out vec3 vUv;
|
||||
out vec3 vUv2;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 objectWorldMatrix;
|
||||
uniform vec3 eyeWorldPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vColor = clamp(color, vec3(0.0), vec3(1.0));
|
||||
|
||||
mat3 rotation = mat3(objectWorldMatrix);
|
||||
|
||||
vec3 worldPos = (objectWorldMatrix * position).xyz;
|
||||
vec3 worldNormal = (rotation * normal);
|
||||
vec3 eyeDir = worldPos - eyeWorldPos;
|
||||
|
||||
vUv = uv;
|
||||
vUv2 = reflect(eyeDir, worldNormal);
|
||||
}
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
|
||||
vec3 lightDir = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;
|
||||
|
||||
outColor.xyz = attenuation * texture(tex0, vUv).xyz * vLightColor.xyz * dot(lightDir, vec3(0,0,1));
|
||||
outColor.w = 0.0;
|
||||
}
|
||||
43
bios/ScummVM/ScummVM/extra/shaders/hpl1_Diffuse_Light.vertex
Normal file
43
bios/ScummVM/ScummVM/extra/shaders/hpl1_Diffuse_Light.vertex
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec2 vUv;
|
||||
out vec3 vLightDir;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOT LIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler1D tex3; //falloffMap
|
||||
uniform sampler2D tex4; //spotlightMap
|
||||
uniform sampler1D tex5; //spotNegRejectMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
vec3 lightNormal = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;
|
||||
float attenuation = texture1D(tex3,dot(vLightDir,vLightDir)).x;
|
||||
vec3 spotColor = texture(tex4, vSpotlightUv.xy / vSpotlightUv.w).xyz;
|
||||
float rejectNeg = texture1D(tex5,vSpotlightUv.z + 0.5).x;
|
||||
|
||||
outColor.xyz = diffuse * dot(lightNormal, vec3(0,0,1)) * attenuation *
|
||||
vLightColor.xyz * spotColor * rejectNeg;
|
||||
}
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOT LIGHTING VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec2 vUv;
|
||||
out vec3 vLightDir;
|
||||
out vec4 vSpotlightUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 spotViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vSpotlightUv = (spotViewProj * position);
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOT LIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler1D tex0; //falloffMap
|
||||
uniform sampler1D tex1; //spotNegRejectMap
|
||||
|
||||
void main()
|
||||
{
|
||||
float attenuation = texture1D(tex0, dot(vLightDir,vLightDir)).x;
|
||||
float rejectNeg = texture1D(tex1, vSpotlightUv.z + 0.5).x;
|
||||
|
||||
outColor.w = attenuation * rejectNeg;
|
||||
outColor.xyz = vec3(0.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE SPOT LIGHTING FRAGMENT PROGRAM /////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec2 vUv;
|
||||
in vec3 vLightDir;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform samplerCube tex2; //normalCubeMap
|
||||
uniform sampler2D tex3; //spotlightMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 diffuse = texture(tex0, vUv).xyz;
|
||||
vec3 lightNormal = (2.0*textureCube(tex2,vLightDir)-vec4(1.0)).xyz;
|
||||
vec3 spotColor = texture(tex3, vSpotlightUv.xy / vSpotlightUv.w).xyz;
|
||||
|
||||
outColor.xyz = diffuse * dot(lightNormal, vec3(0,0,1)) * vLightColor.xyz * spotColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
//FallBack01_Bump_Light.fragment
|
||||
|
||||
in vec3 vLightDir;
|
||||
in vec3 vUv;
|
||||
in vec3 vLightPos;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform samplerCube tex0; //normalizedVecMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform sampler3D tex2; //attenuation
|
||||
|
||||
void main() {
|
||||
vec4 nv = textureCube(tex0, vLightDir);
|
||||
vec4 norm = texture(tex1, vUv.st);
|
||||
vec4 attenuation = texture3D(tex2, vLightPos);
|
||||
|
||||
outColor = vec4(4*((nv.r - 0.5)*(norm.r - 0.5) + (nv.g - 0.5)*(norm.g - 0.5) + (nv.b - 0.5)*(norm.b - 0.5)));
|
||||
outColor.a *= attenuation.g;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
//Fallback01_Diffuse_Light_Spot.fragment
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec3 vUv;
|
||||
in vec4 vSpotlightUv;
|
||||
in float vRejectUv;
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler2D tex1; //normalMap
|
||||
uniform sampler1D tex2; //spotNegRejectMap
|
||||
|
||||
void main() {
|
||||
vec4 diffuse = texture(tex0, vUv.xy);
|
||||
vec4 spot = texture(tex1, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
float spotNegReject = texture1D(tex2, vSpotlightUv.w).r;
|
||||
outColor = diffuse * spot * spotNegReject * vLightColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec3 vUv;
|
||||
out vec4 vSpotlightUv;
|
||||
out float vRejectUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 spotViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
vSpotlightUv = (spotViewProj * position);
|
||||
vRejectUv = vSpotlightUv.z + 0.5;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
//Fallback01_Diffuse_Light_p1.fragment
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec3 vUv;
|
||||
in vec3 vLightPos;
|
||||
in vec3 vLightDir;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform samplerCube tex0; //normalMap
|
||||
uniform sampler3D tex2; //attenuation
|
||||
|
||||
void main() {
|
||||
vec4 normalizedVec = textureCube(tex0, vLightDir);
|
||||
vec4 attenuation = texture3D(tex2, vLightPos);
|
||||
outColor = vec4(2.0*(normalizedVec.b - 0.5));
|
||||
outColor.a *= attenuation.g;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,45 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec3 vLightDir;
|
||||
out vec3 vUv;
|
||||
out vec3 vLightPos;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
vLightPos = vLightDir *0.5 + 0.5;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
vLightColor = vec4(1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
//Fallback01_Diffuse_Light_p2.fragment
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec3 vUv;
|
||||
in vec3 vLightPos;
|
||||
in vec3 vLightDir;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
|
||||
void main() {
|
||||
outColor = texture(tex0, vUv.xy) * vLightColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec3 vUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
//Fallback02_Diffuse_Light_Spot_p2.fragment
|
||||
|
||||
in vec4 vLightColor;
|
||||
in float vRejectUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler1D tex0; //spotNegRejectMap
|
||||
|
||||
void main() {
|
||||
outColor = texture1D(tex0, vRejectUv).r * vLightColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
//Fallback02_Diffuse_Light_Spot_p3.fragment
|
||||
|
||||
in vec4 vLightColor;
|
||||
in vec3 vUv;
|
||||
in vec4 vSpotlightUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuse
|
||||
uniform sampler2D tex1; //spotlight
|
||||
|
||||
void main() {
|
||||
vec4 diffuse = texture(tex0, vUv.xy);
|
||||
vec4 spot = texture(tex1, vSpotlightUv.xy / vSpotlightUv.w);
|
||||
outColor = diffuse * spot * vLightColor;
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vLightColor;
|
||||
out float vRejectUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 spotViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
//vUv = uv;
|
||||
vec4 spotlightUv = (spotViewProj * position);
|
||||
vRejectUv = spotlightUv.z + 0.5;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec3 vUv;
|
||||
out vec4 vSpotlightUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 spotViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
vSpotlightUv = (spotViewProj * position);
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
//Fallback02_Diffuse_Light_p1.fragment
|
||||
|
||||
in vec3 vLightDir;
|
||||
in vec3 vLightPos;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform samplerCube tex0;
|
||||
uniform sampler3D tex1;
|
||||
|
||||
void main() {
|
||||
vec4 normalizedVec = textureCube(tex0, vLightDir);
|
||||
vec4 attenuation = texture3D(tex1, vLightPos);
|
||||
outColor = vec4(2.0*(normalizedVec.b - 0.5));
|
||||
outColor.a *= attenuation.g;
|
||||
}
|
||||
|
|
@ -0,0 +1,41 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
out vec4 vColor;
|
||||
out vec3 vLightDir;
|
||||
out vec3 vLightPos;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vec3 lightDir = LightPos - position.xyz;
|
||||
vLightDir = lightDir * LightDirMul;
|
||||
vLightPos = vLightDir *0.5 + 0.5;
|
||||
|
||||
//Calculate rotation for light to get it to tangent space.
|
||||
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
|
||||
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
|
||||
|
||||
//Transform the lightdir
|
||||
vLightDir = (rotation * vLightDir);
|
||||
|
||||
vColor = vec4(1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 normal = gl_Normal;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
vec4 tangent = gl_MultiTexCoord1;
|
||||
|
||||
|
||||
out vec4 vLightColor;
|
||||
out vec3 vUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 LightPos;
|
||||
uniform vec4 LightColor;
|
||||
uniform vec3 LightDirMul;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv;
|
||||
|
||||
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
22
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Solid.fragment
Normal file
22
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Solid.fragment
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SOLID FOG FRAGMENT PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in float vUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler1D tex0; //diffuseMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture1D(tex0, vUv).rrrg * vColor;
|
||||
}
|
||||
31
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Solid.vertex
Normal file
31
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Solid.vertex
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 color = gl_Color.xyz;
|
||||
|
||||
|
||||
out vec4 vColor;
|
||||
out float vUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform vec3 fogColor;
|
||||
uniform float fogStart;
|
||||
uniform float fogEnd;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = (fogEnd - gl_Position.z)/(fogEnd - fogStart);
|
||||
vColor.xyz = clamp(fogColor, vec3(0.0), vec3(1.0));
|
||||
vColor.w = 1;
|
||||
}
|
||||
31
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Trans.vertex
Normal file
31
bios/ScummVM/ScummVM/extra/shaders/hpl1_Fog_Trans.vertex
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec4 color = gl_Color;
|
||||
vec3 uv = gl_MultiTexCoord0.xyz;
|
||||
|
||||
out vec4 vColor;
|
||||
out vec2 vUv;
|
||||
out float vFogUv;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform float fogStart;
|
||||
uniform float fogEnd;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv = uv.xy;
|
||||
vFogUv = (fogEnd - gl_Position.z)/(fogEnd - fogStart);
|
||||
vColor = clamp(color, vec4(0.0), vec4(1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vUv;
|
||||
in float vFogUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler1D tex1; //fogMap
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(tex0, vUv) * texture1D(tex1, vFogUv).r * vColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vUv;
|
||||
in float vFogUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler1D tex1; //fogMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuse = texture(tex0, vUv);
|
||||
float alpha = texture1D(tex1, vFogUv).g;
|
||||
outColor.xyz = diffuse.xyz * alpha + vec3(1.0 - alpha);
|
||||
outColor.w = diffuse.w;
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vUv;
|
||||
in float vFogUv;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //diffuseMap
|
||||
uniform sampler1D tex1; //fogMap
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffuse = texture(tex0, vUv);
|
||||
float alpha = texture1D(tex1, vFogUv).g;
|
||||
outColor.xyz = diffuse.xyz * alpha + vec3(0.5,0.5,0.5)*(1 - alpha);
|
||||
outColor.w = diffuse.w;
|
||||
}
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BLOOOM FRAGMENT PROGRAM /////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec2 vUv0;
|
||||
in vec2 vUv1;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0; //blurTex
|
||||
uniform sampler2DRect tex1; //screenTex
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 blurCol = texture(tex0, vUv0);
|
||||
vec4 screenCol = texture2DRect(tex1, vUv1);
|
||||
|
||||
blurCol *= blurCol;
|
||||
outColor.xyz = blurCol.xyz * dot(blurCol.xyz,vec3(0.3, 0.58, 0.12)) + screenCol.xyz;
|
||||
}
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// BLOOM VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 color = gl_Color.xyz;
|
||||
vec2 uv0 = gl_MultiTexCoord0.xy;
|
||||
vec2 uv1 = gl_MultiTexCoord1.xy;
|
||||
|
||||
out vec2 vUv0;
|
||||
out vec2 vUv1;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
|
||||
vUv0 = uv0;
|
||||
vUv1 = uv1;
|
||||
}
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// SIMPLE DIFFUSE COLOR VERTEX PROGRAM ////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
vec4 position = gl_Vertex;
|
||||
vec3 color = gl_Color.xyz;
|
||||
vec2 uv = gl_MultiTexCoord0.xy;
|
||||
|
||||
out vec2 vUv0;
|
||||
out vec2 vUv1;
|
||||
out vec2 vUv2;
|
||||
out vec2 vUv3;
|
||||
|
||||
uniform mat4 worldViewProj;
|
||||
uniform float yOffset;
|
||||
uniform float xOffset;
|
||||
uniform float amount;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = (worldViewProj * position);
|
||||
vUv0 = uv + vec2(xOffset, yOffset) * amount;
|
||||
vUv1 = uv + vec2(xOffset, yOffset) * 2.0 * amount;
|
||||
vUv2 = uv - vec2(xOffset, yOffset) * amount;
|
||||
vUv3 = uv - vec2(xOffset, yOffset) * 2.0 * amount;
|
||||
}
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec2 vUv0;
|
||||
in vec2 vUv1;
|
||||
in vec2 vUv2;
|
||||
in vec2 vUv3;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2D tex0;
|
||||
|
||||
void main()
|
||||
{
|
||||
//Samples
|
||||
vec4 col5 = texture(tex0, (vUv0 + vUv2)/2.0 ) * 0.35;
|
||||
|
||||
vec4 col1 = texture(tex0, vUv0) * 0.15;
|
||||
vec4 col3 = texture(tex0, vUv2) * 0.15;
|
||||
|
||||
vec4 col6 = texture(tex0, (vUv2 + vUv3)/2.0 ) * 0.1;
|
||||
vec4 col7 = texture(tex0, (vUv0 + vUv1)/2.0 ) * 0.1;
|
||||
|
||||
vec4 col2 = texture(tex0, vUv1) * 0.075;
|
||||
vec4 col4 = texture(tex0, vUv3) * 0.075;
|
||||
|
||||
outColor = col1 + col2 + col3 + col4 + col5 + col6 + col7;
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
// Copyright 2006-2010 (C) - Frictional Games
|
||||
//
|
||||
// This file is part of HPL1 Engine
|
||||
//
|
||||
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
|
||||
//
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
|
||||
///////////////////////////////////////////////////////
|
||||
|
||||
in vec2 vUv0;
|
||||
in vec2 vUv1;
|
||||
in vec2 vUv2;
|
||||
in vec2 vUv3;
|
||||
|
||||
OUTPUT
|
||||
|
||||
uniform sampler2DRect tex0;
|
||||
|
||||
void main()
|
||||
{
|
||||
//Samples
|
||||
vec4 col5 = texture2DRect(tex0, (vUv0 + vUv2)/2.0 ) * 0.35;
|
||||
|
||||
vec4 col1 = texture2DRect(tex0, vUv0) * 0.15;
|
||||
vec4 col3 = texture2DRect(tex0, vUv2) * 0.15;
|
||||
|
||||
vec4 col6 = texture2DRect(tex0, (vUv2 + vUv3)/2.0 ) * 0.1;
|
||||
vec4 col7 = texture2DRect(tex0, (vUv0 + vUv1)/2.0 ) * 0.1;
|
||||
|
||||
vec4 col2 = texture2DRect(tex0, vUv1) * 0.075;
|
||||
vec4 col4 = texture2DRect(tex0, vUv3) * 0.075;
|
||||
|
||||
|
||||
outColor = col1 + col2 + col3 + col4 + col5 + col6 + col7;
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Add table
Add a link
Reference in a new issue