Testing doc script
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@@ -8,7 +8,7 @@ uniform float u_progress;
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uniform float u_time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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bool id(vec2 coords, vec4 base){
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@@ -26,10 +26,10 @@ bool cont(vec2 T, vec2 v){
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void main() {
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vec2 t = v_texCoord.xy;
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vec2 t = v_texCoords.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec2 coords = (v_texCoord-u_uv) / v;
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vec2 coords = (v_texCoords-u_uv) / v;
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float value = coords.x + coords.y;
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vec4 color = texture2D(u_texture, t);
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@@ -5,12 +5,12 @@ attribute vec2 a_texCoord0;
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attribute vec4 a_color;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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uniform vec2 u_viewportInverse;
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void main(){
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gl_Position = u_projTrans * a_position;
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v_texCoord = a_texCoord0;
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v_texCoords = a_texCoord0;
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v_color = a_color;
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}
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@@ -3,9 +3,9 @@
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uniform sampler2D u_texture;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoord.xy);
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vec4 color = texture2D(u_texture, v_texCoords.xy);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - color.r);
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}
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@@ -2,9 +2,9 @@
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uniform sampler2D u_texture;
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uniform vec4 u_ambient;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoord);
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vec4 color = texture2D(u_texture, v_texCoords);
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gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, color.a), u_ambient.a - color.a), 0.0, 1.0);
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}
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@@ -1,8 +1,8 @@
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uniform sampler2D u_texture;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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gl_FragColor = texture2D(u_texture, v_texCoord);
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gl_FragColor = texture2D(u_texture, v_texCoords);
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}
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@@ -1,9 +1,9 @@
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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v_texCoord = a_texCoord0;
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v_texCoords = a_texCoord0;
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gl_Position = a_position;
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}
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@@ -13,10 +13,10 @@ uniform float u_dp;
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uniform vec2 u_offset;
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uniform vec4 u_shieldcolor;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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vec2 T = v_texCoord.xy;
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vec2 T = v_texCoords.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize;
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@@ -12,10 +12,10 @@ uniform vec2 u_campos;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoord.xy;
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float btime = u_time / 4000.0;
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@@ -9,10 +9,10 @@ uniform vec2 u_campos;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoord.xy;
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float btime = u_time / 8000.0;
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@@ -10,7 +10,7 @@ uniform vec2 u_uv2;
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uniform vec2 u_texsize;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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bool id(vec4 v){
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return v.a > 0.1;
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@@ -31,11 +31,11 @@ bool cont(vec2 T, vec2 v){
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}
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void main() {
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vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
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vec2 t = v_texCoord.xy;
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vec2 coords = (v_texCoords.xy - u_uv) / (u_uv2 - u_uv);
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vec2 t = v_texCoords.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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vec4 c = texture2D(u_texture, v_texCoords.xy);
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float alpha = c.a;
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c.a *= u_progress;
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@@ -6,14 +6,14 @@ uniform vec2 u_campos;
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uniform vec2 u_resolution;
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uniform float u_time;
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varying vec2 v_texCoord;
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varying vec2 v_texCoords;
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const float mscl = 40.0;
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const float mth = 7.0;
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void main(){
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vec2 c = v_texCoord.xy;
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vec2 c = v_texCoords.xy;
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vec2 v = vec2(1.0/u_resolution.x, 1.0/u_resolution.y);
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vec2 coords = vec2(c.x / v.x + u_campos.x, c.y / v.y + u_campos.y);
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@@ -287,7 +287,8 @@ public class Administration{
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}
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/**
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* Makes a player an admin. Returns whether this player was already an admin.
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* Makes a player an admin.
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* @return whether this player was already an admin.
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*/
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public boolean adminPlayer(String id, String usid){
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PlayerInfo info = getCreateInfo(id);
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@@ -303,7 +304,8 @@ public class Administration{
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}
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/**
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* Makes a player no longer an admin. Returns whether this player was an admin in the first place.
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* Makes a player no longer an admin.
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* @return whether this player was an admin in the first place.
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*/
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public boolean unAdminPlayer(String id){
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PlayerInfo info = getCreateInfo(id);
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@@ -46,7 +46,7 @@ public class LiquidModule extends BlockModule{
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return smoothLiquid;
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}
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/** Returns total amount of liquids. */
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/** @return total amount of liquids. */
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public float total(){
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return total;
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}
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