mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-21 21:55:38 +01:00
Remove unused/sample code. Compile using legacy Jun 2010 SDK.
This commit is contained in:
parent
b85a31a572
commit
a492d9a51e
@ -790,8 +790,8 @@ namespace Giants.WebApi.Clients
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[Newtonsoft.Json.JsonProperty("numPlayers", Required = Newtonsoft.Json.Required.Always)]
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public int NumPlayers { get; set; }
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[Newtonsoft.Json.JsonProperty("maxPlayers", Required = Newtonsoft.Json.Required.Always)]
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[Newtonsoft.Json.JsonProperty("maxPlayers", Required = Newtonsoft.Json.Required.DisallowNull, NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore)]
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public int MaxPlayers { get; set; }
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[Newtonsoft.Json.JsonProperty("gameState", Required = Newtonsoft.Json.Required.Always)]
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@ -930,4 +930,4 @@ namespace Giants.WebApi.Clients
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#pragma warning restore 1573
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#pragma warning restore 472
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#pragma warning restore 114
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#pragma warning restore 108
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#pragma warning restore 108
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@ -17,9 +17,9 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Shaders", "Shaders\Shaders.
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Giants.BinTools", "Giants.BinTools\Giants.BinTools.csproj", "{6286A2C7-15F0-4D87-B928-4B012F9E0FFE}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Giants.EffectCompiler", "Giants.EffectCompiler\Giants.EffectCompiler.csproj", "{F5F3D216-9787-4CFF-88DF-8259CF667F88}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Giants.EffectCompiler", "Giants.EffectCompiler\Giants.EffectCompiler.csproj", "{F5F3D216-9787-4CFF-88DF-8259CF667F88}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Giants.EffectCompiler.Tests", "Giants.EffectCompiler.Tests\Giants.EffectCompiler.Tests.csproj", "{49423BA5-4A9F-47A3-9D2D-E83936272DD0}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Giants.EffectCompiler.Tests", "Giants.EffectCompiler.Tests\Giants.EffectCompiler.Tests.csproj", "{49423BA5-4A9F-47A3-9D2D-E83936272DD0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@ -92,11 +92,13 @@ Global
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x86.ActiveCfg = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x86.Build.0 = Release|Any CPU
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|Any CPU.ActiveCfg = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|Any CPU.Build.0 = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.ActiveCfg = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.Build.0 = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.ActiveCfg = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.Build.0 = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|Any CPU.ActiveCfg = Release|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|Any CPU.Build.0 = Release|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.ActiveCfg = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.Build.0 = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x86.ActiveCfg = Release|Win32
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@ -67,6 +67,7 @@
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<ShaderType>Effect</ShaderType>
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<ShaderModel>2.0</ShaderModel>
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<EntryPointName />
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<AdditionalOptions>/Gec %(AdditionalOptions)</AdditionalOptions>
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</FxCompile>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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@ -74,19 +75,42 @@
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<ShaderType>Effect</ShaderType>
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<ShaderModel>2.0</ShaderModel>
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<EntryPointName />
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<AdditionalOptions>/Gec %(AdditionalOptions)</AdditionalOptions>
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</FxCompile>
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</ItemDefinitionGroup>
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<ItemGroup>
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<FxCompile Include="fx\LandBump.fx" />
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<FxCompile Include="fx\Ocean.fx">
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<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">/Gec %(AdditionalOptions)</AdditionalOptions>
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<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">/Gec %(AdditionalOptions)</AdditionalOptions>
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</FxCompile>
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<FxCompile Include="fx\Sky.fx">
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<CustomBuild Include="fx\LandBump.fx">
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<FileType>Document</FileType>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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<CustomBuild Include="fx\Ocean.fx">
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<FileType>Document</FileType>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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<CustomBuild Include="fx\Sky.fx">
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<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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</EntryPointName>
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</FxCompile>
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<FxCompile Include="fx\Water.fx" />
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<FileType>Document</FileType>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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</CustomBuild>
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<CustomBuild Include="fx\Water.fx">
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<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</AdditionalIncludeDirectories>
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<FileType>Document</FileType>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">fxo\%(Filename).fxo</Outputs>
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<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">fxo\%(Filename).fxo</Outputs>
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<Command Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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<Command Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">"$(JUN10SDKUTILPATH)\fxc.exe" /LD /Zi /Tfx_2_0 %(FullPath) /Fo fxo\%(Filename).fxo</Command>
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</CustomBuild>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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@ -21,19 +21,6 @@ float4 g_TextureFactor : TextureFactor;
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int g_NumLights = 0;
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//////////////////////////////////////////////////////
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//The sizes of the various terrain UV Coordinates
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float detailScale = 1;
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float diffuseScale = 5;
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float globalScale;
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float detailMapStrength = 1;
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float3 sunlightVector = float3(.5,.5,.8);
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//The Colour (and brightness) of the Sunlight
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float3 lightColour = float3(2,2,2);
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//The colour (and birghtness) of the ambient light
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float3 ambientColour = float3(.1,.1,.1);
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texture g_LandTexture;
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texture g_LandBumpTexture;
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@ -99,11 +86,11 @@ float4 bx2(float4 x)
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return float4(2.0f * x.xyzw - 1.0f);
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}
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VS_OUTPUT_BUMP LandBumpVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0,
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float4 vDiffuse2 : COLOR1)
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VS_OUTPUT_BUMP LandBumpVS(
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float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0,
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float4 vDiffuse2 : COLOR1)
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{
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VS_OUTPUT_BUMP Output;
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@ -137,17 +124,9 @@ float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
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float3 normalMap;
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
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float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
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#else
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
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#endif
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//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
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for (int i = 0; i < MAX_LIGHTS; i++)
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for (int i = 0; i < g_NumLights; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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@ -171,135 +150,7 @@ technique LandBump
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pass P0
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{
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VertexShader = compile vs_2_0 LandBumpVS();
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PixelShader = compile ps_2_0 LandBumpPS();
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}
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}
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VS_OUTPUT_BUMP LandNormalVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0,
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float4 vDiffuse2 : COLOR1)
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{
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VS_OUTPUT_BUMP Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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Output.LandBumpDiffuse = vDiffuse2 * .5f;
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Output.LandBumpDiffuse.a = 1.0f;
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//Output.LandDiffuse
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Output.LandDiffuse.rgb = vDiffuse;
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Output.LandDiffuse.a = 1.0f;
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
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Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
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Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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return Output;
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}
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float4 LandNormalPS(VS_OUTPUT_BUMP input) : COLOR0
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{
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float4 Output;
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//Get Global Normal from the full terrain normal map
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float3 Normal = tex2D(g_LandBumpTextureSampler, input.LandTextureUV);
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Normal[0] -= .5;
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Normal[1] -= .5;
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Normal[2] -= .5;
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Normal = normalize(Normal);
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//{
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//
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// //Get Detail Normal from the detail map
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// float3 detailNormalMap = (tex2D(g_LandDetailTextureSampler, input.LandTextureUV*100/detailScale));
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// detailNormalMap[0] -= .5;
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// detailNormalMap[1] -= .5;
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// detailNormalMap[2] -= .5;
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// //Multiply Detail Normal by detailMapStrength
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// detailNormalMap[0] = mul(detailNormalMap[0], detailMapStrength);
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// detailNormalMap[1] = mul(detailNormalMap[1], detailMapStrength);
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//
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// //Normalize detail Normal
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// detailNormalMap = normalize(detailNormalMap);
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//
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// if(false)
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// {
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// //Generate the Tangent Basis for the Detail Normal Map.
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// float3x3 tangentBasis;
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//
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// tangentBasis[0] = cross(Normal, float3(1,0,0));
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// tangentBasis[1] = cross(Normal, tangentBasis[0]);
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// tangentBasis[2] = Normal;
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//
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// detailNormalMap = detailNormalMap, detailMapStrength;
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//
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// Normal = mul(detailNormalMap, tangentBasis);
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// Normal = normalize(Normal);
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// }
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// else
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// {
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// Normal = normalize(Normal*2+detailNormalMap*detailMapStrength);
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// }
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//}
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float3 sv = normalize(sunlightVector);
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float3 lightLevel;
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lightLevel[0] = max(dot(Normal, sv), 0)*lightColour[0]*2;//+ambientColour[0];
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lightLevel[1] = max(dot(Normal, sv), 0)*lightColour[1]*2;//+ambientColour[1];
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lightLevel[2] = max(dot(Normal, sv), 0)*lightColour[2]*2;//+ambientColour[2];
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return float4(tex2D(g_LandTextureSampler, input.LandTextureUV) * lightLevel, 1) + input.LandBumpDiffuse;
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float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
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float4 normalcol = bx2(input.LandDiffuse);
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float3 normalMap;
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
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float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
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#else
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
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#endif
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//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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}
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return float4(finalColor, 1);
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}
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technique LandNormal
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{
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pass P0
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{
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VertexShader = compile vs_2_0 LandNormalVS();
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PixelShader = compile ps_2_0 LandNormalPS();
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PixelShader = compile ps_2_0 LandBumpPS();
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}
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}
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@ -315,9 +166,10 @@ struct VS_OUTPUT
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float3 WorldPos : TEXCOORD2;
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};
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VS_OUTPUT LandscapeVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0)
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VS_OUTPUT LandscapeVS(
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float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0)
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{
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VS_OUTPUT Output;
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@ -342,7 +194,7 @@ float4 LandscapePS(VS_OUTPUT input) : COLOR0
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{
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float4 finalColor = 0;
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for (int i = 0; i < MAX_LIGHTS; i++)
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for (int i = 0; i < g_NumLights; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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@ -358,11 +210,7 @@ float4 LandscapePS(VS_OUTPUT input) : COLOR0
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finalColor += diffuseColor;
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}
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV).rgb * tex2D(g_LandTextureSampler, input.TextureUV * -0.25).rgb * 4;
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#else
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
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#endif
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return float4(saturate((texel.xyz + input.Diffuse) + (finalColor)), 1.0f);
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}
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@ -29,9 +29,6 @@ void RenderSceneVS(
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out float2 oTexCoord0 : TEXCOORD0 )
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{
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oPosition = mul(iPosition, g_mWorldViewProjection);
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//oPosition = mul(iPosition, g_World);
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//oPosition = mul(oPosition, g_View);
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//oPosition = mul(oPosition, g_Projection);
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oColor0 = float4(1, 1, 1, 1);
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oTexCoord0 = iTexCoord0;
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}
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@ -40,12 +37,7 @@ float4 RenderScenePS(
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float4 iColor : COLOR,
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float2 iTexCoord0 : TEXCOORD0) : COLOR0
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{
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//return float4(1, 1, 1, 1);
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return tex2D(g_SkyTextureSampler, iTexCoord0);
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//oColor0 = tex2D(TextureDiffuse0Sampler, iTexCoord0);
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//float intensity = dot(oColor0.rgb, float3(0.3, 0.59, 0.11));
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//float p = smoothstep(intensityThreshold, 1.f, intensity);
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//oColor0 = oColor0 * p * colorMultiplier;
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}
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technique RenderWithPixelShader
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BIN
Shaders/fxo/LandBump.fxo
Normal file
BIN
Shaders/fxo/LandBump.fxo
Normal file
Binary file not shown.
BIN
Shaders/fxo/Ocean.fxo
Normal file
BIN
Shaders/fxo/Ocean.fxo
Normal file
Binary file not shown.
BIN
Shaders/fxo/Sky.fxo
Normal file
BIN
Shaders/fxo/Sky.fxo
Normal file
Binary file not shown.
BIN
Shaders/fxo/Water.fxo
Normal file
BIN
Shaders/fxo/Water.fxo
Normal file
Binary file not shown.
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Reference in New Issue
Block a user