public static void b()
{
try
{
aj.a("PlayerCompassVisuals.createResources");
boolean bool = f.b();
if (!bool)
return;
c.a("CreateXmpRingMesh", c.e("scanner/emp_ring.obj"), new bp());
c.a("CreatePlayerCompassTexture", c.b("scanner/compass_ring.png", true), Texture.TextureFilter.MipMapNearestLinear, Texture.TextureFilter.Linear, Texture.TextureWrap.Repeat, Texture.TextureWrap.ClampToEdge, new bq());
ad.a("CreatePlayerCompassShader", "attribute vec4 a_position;\nattribute vec2 a_texCoord0;\nuniform mat4 u_modelViewProject;\nuniform vec2 u_uvScale;\nuniform vec3 u_bearing;\nuniform vec2 u_bearingThreshold;\nuniform vec4 u_color;\nuniform vec4 u_bearingColor;\nvarying vec2 v_texCoord0;\nvarying vec4 v_bearingColor;\nvoid main() {\n v_texCoord0 = u_uvScale * a_texCoord0;\n vec3 normalizedPos = normalize(a_position.xyz);\n float bearingDot = dot(normalizedPos, u_bearing); float bearingStrength = (bearingDot - u_bearingThreshold.x) * u_bearingThreshold.y; v_bearingColor = mix(u_color, u_bearingColor, clamp(bearingStrength, 0.0, 1.0));\n gl_Position = u_modelViewProject * a_position;\n}\n", "#ifdef GL_ES\nprecision mediump float;\n#endif\nuniform sampler2D u_texture;\nvarying vec4 v_bearingColor;\nvarying vec2 v_texCoord0;\nvoid main() {\n gl_FragColor = v_bearingColor + texture2D(u_texture, v_texCoord0);\n}\n", new br());
f.c();
return;
}
finally
{
aj.b();
}
}
bo.java 文件源码
java
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项目:ingress-indonesia-dev
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