the cutting room mirror

Darblez

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Unused Music#

mission_bgm_01#

A single-player "Mission" mode in which you play sequentially through levels can be seen in early screenshots and videos, but it was excluded entirely from the final game. The background music for it is still in the game's files.

Uncompiled Shader Code#

In the assets/Shader folder are two uncompiled shader files, MeshFragShader.fsh and MeshFragShader.vsh, which describe a fragment shader and vertex shader, respectively.

MeshFragShader.fsh#

#extension GL_OES_EGL_image_external : require
uniform samplerExternalOES sTexture;

uniform lowp float AlphaValue;

varying mediump vec2   TexCoord;

void main()
{
    lowp vec4 color = texture2D(sTexture, TexCoord) ;
    
    color = vec4(color.rgb,color.a * AlphaValue);
    gl_FragColor = color;
    
}

MeshFragShader.vsh#

attribute highp   vec3  inVertex;
attribute mediump vec3  inNormal;
attribute mediump vec2  inTexCoord;



uniform highp   mat4  MVPMatrix;
uniform mediump vec2 TexCoordMove; 

varying mediump vec2   TexCoord;


void main()
{
    highp vec4 vPos = vec4(0,0,0,1);
    
    vPos.x = ( inTexCoord.x * 2.0 - 1.0 );
    vPos.y = ( inTexCoord.y * 2.0 - 1.0 );
    
    gl_Position = vPos;

    // Pass through texcoords
    //inTexCoord.x += TexCoordMove.x;
    
    
     mediump vec4 vec4Temp  = vec4(inTexCoord.x - TexCoordMove.x,inTexCoord.y - TexCoordMove.y,0,1.0);
     vec4Temp  = MVPMatrix * vec4Temp;
     
     vec4Temp.xyz = vec4Temp.xyz / vec4Temp.w;
     TexCoord = vec4Temp.xy; 
     

    //TexCoord = inTexCoord;
    
}