basilisk-engine 0.1.42__py3-none-any.whl → 0.1.44__py3-none-any.whl

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basilisk/engine.py CHANGED
@@ -142,14 +142,12 @@ class Engine():
142
142
  self._update()
143
143
  if not self.running: return
144
144
 
145
- # Render all draw calls from the past frame
146
- self.ctx.screen.use()
147
- self.draw_handler.render()
148
145
 
149
146
  # Clear the screen and render the frame
150
147
  if render:
151
- for frame in self.frames:
152
- frame.render(self.frame.output_buffer)
148
+ # Render all draw calls from the past frame
149
+ self.ctx.screen.use()
150
+ self.draw_handler.render()
153
151
  self.frame.render()
154
152
 
155
153
  # Even though we may not render here, the user might be rendering in their file, so we need to flip
basilisk/render/bloom.py CHANGED
@@ -14,12 +14,11 @@ class Bloom:
14
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  self.downsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_downsample.frag')
15
15
  self.upsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_upsample.frag')
16
16
 
17
- self.engine.shader_handler.add(self.downsample_shader)
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- self.engine.shader_handler.add(self.upsample_shader)
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-
20
17
  self.downsample_vao = self.ctx.vertex_array(self.downsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
21
18
  self.upsample_vao = self.ctx.vertex_array(self.upsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
22
19
 
20
+ self.upsample_buffers = []
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+ self.downsample_buffers = []
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22
  self.generate_bloom_buffers()
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23
 
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  def render(self) -> None:
@@ -35,13 +34,20 @@ class Bloom:
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  self.ctx.enable(mgl.BLEND)
36
35
  self.ctx.blend_func = mgl.ADDITIVE_BLENDING
37
36
 
38
- self.downsample(self.frame.input_buffer.color_attachments[1], getattr(self, f'bloom_buffer_{0}'))
37
+ # Render the screen's bloom texture to a local buffer
38
+ bloom_texture = self.frame.input_buffer.color_attachments[1]
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+ self.downsample_shader.bind(bloom_texture, 'screenTexture', 0)
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+ self.downsample_shader.write(glm.ivec2(bloom_texture.size), 'textureSize')
41
+ self.downsample_buffers[0].clear()
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+ self.downsample_buffers[0].use()
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+ self.downsample_vao.render()
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+
39
45
  for i in range(0, n):
40
- self.downsample(getattr(self, f'bloom_buffer_{i}'), getattr(self, f'bloom_buffer_{i + 1}'))
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+ self.downsample(self.downsample_buffers[i], self.downsample_buffers[i + 1])
41
47
 
42
- self.upsample(getattr(self, f'bloom_buffer_{n - 1}'), getattr(self, f'bloom_buffer_{n}'), getattr(self, f'upscale_buffer_{n}'))
48
+ self.upsample(self.downsample_buffers[n - 1], self.downsample_buffers[n], self.upsample_buffers[n])
43
49
  for i in range(n - 1, -1, -1):
44
- self.upsample(getattr(self, f'upscale_buffer_{i + 1}'), getattr(self, f'bloom_buffer_{i}'), getattr(self, f'upscale_buffer_{i}'))
50
+ self.upsample(self.upsample_buffers[i + 1], self.downsample_buffers[i], self.upsample_buffers[i])
45
51
 
46
52
  self.ctx.disable(mgl.BLEND)
47
53
 
@@ -56,7 +62,7 @@ class Bloom:
56
62
  else: texture = source
57
63
 
58
64
  self.downsample_shader.bind(texture, 'screenTexture', 0)
59
- self.downsample_shader.write('textureSize', glm.ivec2(source.size))
65
+ self.downsample_shader.write(glm.ivec2(source.size), 'textureSize')
60
66
 
61
67
  # Clear and use the destination fbo
62
68
  dest.use()
@@ -73,7 +79,7 @@ class Bloom:
73
79
  # Bind the source texture to the shader
74
80
  self.upsample_shader.bind(high.texture, 'highTexture', 0)
75
81
  self.upsample_shader.bind(low.texture, 'lowTexture', 1)
76
- self.upsample_shader.write('textureSize', glm.ivec2(low.size))
82
+ self.upsample_shader.write(glm.ivec2(low.size), 'textureSize')
77
83
 
78
84
  # Clear and use the destination fbo
79
85
  dest.use()
@@ -92,33 +98,21 @@ class Bloom:
92
98
  n = self.engine.config.bloom_quality
93
99
  size = self.frame.input_buffer.size
94
100
 
95
- for i in range(100):
96
- try:
97
- getattr(self, f'bloom_buffer_{i}').__del__()
98
- getattr(self, f'upscale_buffer_{i}').__del__()
99
- except:
100
- break
101
+ self.downsample_buffers = []
102
+ self.upsample_buffers = []
101
103
 
102
104
  for i in range(n + 1):
103
- fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
104
- fbo.texture.repeat_x = False
105
- fbo.texture.repeat_y = False
106
- setattr(self, f'bloom_buffer_{i}', fbo)
105
+ downsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
106
+ upsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
107
107
 
108
- fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
109
- fbo.texture.repeat_x = False
110
- fbo.texture.repeat_y = False
111
- setattr(self, f'upscale_buffer_{i}', fbo)
108
+ self.downsample_buffers.append(downsample_fbo)
109
+ self.upsample_buffers.append(upsample_fbo)
112
110
 
113
111
  def clear(self):
114
- for i in range(100):
115
- try:
116
- getattr(self, f'bloom_buffer_{i}').clear()
117
- getattr(self, f'upscale_buffer_{i}').clear()
118
- except:
119
- break
112
+ for buffer in self.upsample_buffers + self.downsample_buffers:
113
+ buffer.clear()
120
114
 
121
115
  @property
122
- def texture(self): return getattr(self, f'upscale_buffer_0').texture
116
+ def fbo(self): return self.upsample_buffers[0]
123
117
  @property
124
- def fbo(self): return getattr(self, f'upscale_buffer_0')
118
+ def texture(self): return self.fbo.texture
basilisk/render/chunk.py CHANGED
@@ -1,3 +1,4 @@
1
+ import sys
1
2
  from .batch import Batch
2
3
 
3
4
 
@@ -55,7 +56,11 @@ class Chunk():
55
56
  if not self.batch.vbo: return
56
57
 
57
58
  data = node.get_data()
58
- self.batch.vbo.write(data, node.data_index * data.shape[1] * 4)
59
+
60
+ if ((node.data_index * data.shape[1] + (data.shape[0] * data.shape[1])) * 4) > self.batch.vbo.size:
61
+ self.batch.batch()
62
+ else:
63
+ self.batch.vbo.write(data, node.data_index * data.shape[1] * 4)
59
64
 
60
65
  def add(self, node):
61
66
  """
basilisk/render/frame.py CHANGED
@@ -55,10 +55,12 @@ class Frame:
55
55
  # self.ping_pong_buffer = temp
56
56
 
57
57
 
58
- self.bloom.render()
58
+ if self.engine.config.bloom_enabled:
59
+ self.bloom.render()
60
+ self.shader.bind(self.bloom.texture, 'bloomTexture', 1)
61
+
59
62
  target.use() if target else self.output_buffer.use()
60
63
  self.shader.bind(self.input_buffer.texture, 'screenTexture', 0)
61
- self.shader.bind(self.bloom.texture, 'bloomTexture', 1)
62
64
  self.vao.render()
63
65
 
64
66
  def render(self, target=None) -> None:
@@ -124,7 +124,7 @@ class Framebuffer:
124
124
  Clear all data currently in the textures (set to black)
125
125
  """
126
126
 
127
- self.fbo.clear()
127
+ self.fbo.clear(color=color)
128
128
 
129
129
  def bind(self, sampler: mgl.Texture | mgl.TextureArray | mgl.TextureCube , name: str, slot: int=None):
130
130
  """
@@ -167,31 +167,11 @@ class Framebuffer:
167
167
  def data(self) -> bytes:
168
168
  """Reads the data from the fbo"""
169
169
  return self.fbo.read()
170
- @property
171
- def show(self) -> int:
172
- return self._show
173
170
 
174
171
  @size.setter
175
172
  def size(self, value: tuple[int]=None) -> tuple[int]:
176
173
  self.resize(value)
177
174
  return self.size
178
-
179
- @show.setter
180
- def show(self, value: int) -> None:
181
- value = validate_int("Framebuffer", "show", value)
182
- if value == self._show: return
183
-
184
- # Verify the range
185
- if value < 0 or value > len(self.color_attachments): raise ValueError(f'Framebuffer.show: invalid color attachement to show, {value} is out of range')
186
- elif value == len(self.color_attachments): src = self.depth
187
- else: src = self.color_attachments[value]
188
-
189
- # Update value
190
- self._show = value
191
-
192
- # Bind the correct texture
193
- # self.shader.program['screenTexture'] = value+1
194
- src.use(location=value+1)
195
175
 
196
176
  def __repr__(self) -> str:
197
177
  return f'<bsk.Framebuffer | size: {self.size}>'
@@ -76,7 +76,8 @@ class ImageHandler():
76
76
 
77
77
  def write(self, regenerate=False) -> None:
78
78
  """
79
- Writes all texture arrays to shaders that use images
79
+ Writes all texture arrays to shaders that use images
80
+ Uses bind slots [10, 11, 12, 13, 14]
80
81
  """
81
82
 
82
83
  if not self.engine.shader_handler: return
@@ -91,8 +92,7 @@ class ImageHandler():
91
92
  for i, size in enumerate(texture_sizes):
92
93
  if not size in self.texture_arrays: continue
93
94
  if not self.texture_arrays[size]: continue
94
- shader.program[f'textureArrays[{i}].array'] = i + 3
95
- self.texture_arrays[size].use(location=i+3)
95
+ shader.bind(self.texture_arrays[size], f'textureArrays[{i}].array', i + 10)
96
96
 
97
97
  def get(self, identifier: str | int) -> any:
98
98
  """
@@ -85,6 +85,7 @@ class MaterialHandler():
85
85
  def write(self, regenerate=False) -> None:
86
86
  """
87
87
  Writes all material data to relavent shaders
88
+ Uses bind slot 15
88
89
  """
89
90
 
90
91
  if regenerate: self.generate_material_texture()
@@ -94,8 +95,7 @@ class MaterialHandler():
94
95
  for shader in self.engine.shader_handler.shaders:
95
96
  if 'materialsTexture' not in shader.uniforms: continue
96
97
 
97
- shader.program['materialsTexture'] = 9
98
- self.data_texture.use(location=9)
98
+ shader.bind(self.data_texture, 'materialsTexture', 9)
99
99
 
100
100
  def get(self, identifier: str | int) -> any:
101
101
  """
basilisk/render/shader.py CHANGED
@@ -13,7 +13,6 @@ attribute_mappings = {
13
13
  'obj_material' : [24],
14
14
  }
15
15
 
16
-
17
16
  class Shader:
18
17
  program: mgl.Program=None
19
18
  """Shader program for the vertex and fragment shader"""
@@ -106,7 +105,7 @@ class Shader:
106
105
  self.engine.shader_handler.add(self)
107
106
  if scene.node_handler: scene.node_handler.chunk_handler.swap_default(self)
108
107
 
109
- def write(self, name: str, value) -> None:
108
+ def write(self, value, name: str) -> None:
110
109
  """
111
110
  Writes a uniform to the shader program
112
111
  """
@@ -118,6 +117,8 @@ class Shader:
118
117
  Binds the given sampler to the next availible slot
119
118
  """
120
119
 
120
+ # print(f'Binding {name} to slot {slot}')
121
+
121
122
  # Use the next slot if no slot is given
122
123
  if slot == None: slot = self.bindings; self.bindings+=1
123
124
 
@@ -1,3 +1,18 @@
1
+ """
2
+
3
+ ---------------------------------------
4
+ Standard Reserved Bind Slots Mappings:
5
+ 8 : Bloom
6
+ 9 : Sky
7
+ 10: Images[0]
8
+ 11: Images[1]
9
+ 12: Images[2]
10
+ 13: Images[3]
11
+ 14: Images[4]
12
+ 15: Material Texture
13
+
14
+ """
15
+
1
16
  import moderngl as mgl
2
17
  import glm
3
18
  from .shader import Shader
@@ -85,7 +100,7 @@ class ShaderHandler:
85
100
  for uniform in self.uniform_values:
86
101
  for shader in self.shaders:
87
102
  if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
88
- shader.write(uniform, self.uniform_values[uniform])
103
+ shader.write(self.uniform_values[uniform], uniform)
89
104
 
90
105
  def release(self) -> None:
91
106
  """
basilisk/render/sky.py CHANGED
@@ -28,13 +28,11 @@ class Sky:
28
28
 
29
29
  def write(self):
30
30
  # Write the texture cube to the sky shader
31
- self.shader.program['skyboxTexture'] = 8
32
- self.texture_cube.use(location = 8)
31
+ self.shader.bind(self.texture_cube, 'skyboxTexture', 8)
33
32
 
34
33
  shader = self.engine.shader
35
34
  if 'skyboxTexture' not in shader.uniforms: return
36
- shader.program['skyboxTexture'] = 8
37
- self.texture_cube.use(location = 8)
35
+ shader.bind(self.texture_cube, 'skyboxTexture', 8)
38
36
 
39
37
 
40
38
  def set_texture(self, skybox_images: list):
basilisk/scene.py CHANGED
@@ -89,8 +89,7 @@ class Scene():
89
89
 
90
90
  if target: return
91
91
  # This will show the frame to screen on engine.update()
92
- self.frame.scene_render(target)
93
- self.engine.frames.append(self.frame)
92
+ self.frame.scene_render(self.ctx.screen)
94
93
 
95
94
 
96
95
 
@@ -273,22 +273,17 @@ void main() {
273
273
  vec3 finalColor = albedo * 0.3 * mix(vec3(1.0), reflect_sky, mtl.metallicness);
274
274
  finalColor += (lightResult.diffuse + lightResult.specular + lightResult.clearcoat);
275
275
 
276
- // light_result *= mix(vec3(1.0), texture(skyboxTexture, reflect(-V, N)).rgb, mtl.metallicness);
277
- // Gamma correction
278
- // finalColor = pow(finalColor, vec3(1.0/gamma));
279
-
280
276
  // Output fragment color
281
- float brightness = dot(fragColor.rgb, vec3(0.2126, 0.7152, 0.0722)) + dot(lightResult.specular, vec3(.2)) + dot(mtl.emissiveColor, vec3(1));
277
+ float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722)) + dot(lightResult.specular, vec3(.2)) + dot(mtl.emissiveColor, vec3(1));
282
278
  fragColor = vec4(finalColor + mtl.emissiveColor, 1.0);
283
279
 
284
280
  normalTexture = vec4(abs(N), 1.0);
285
281
 
286
- // // Filter out bright pixels for bloom
282
+ // Filter out bright pixels for bloom
287
283
  if (brightness > 0.5) {
288
284
  bloomColor = vec4(fragColor.rgb, 1.0);
289
285
  }
290
286
  else{
291
287
  bloomColor = vec4(0.0, 0.0, 0.0, 1.0);
292
288
  }
293
-
294
289
  }
@@ -21,23 +21,4 @@ void main()
21
21
  color += texture(screenTexture, clamp(uv + vec2( texelSize.x, texelSize.y), 0.0, 0.9999));
22
22
 
23
23
  fragColor = color / 4.0; // Average the four samples
24
-
25
- // vec2 texelSize = 1.0 / textureSize;
26
-
27
- // vec4 color = vec4(0.0);
28
-
29
- // // Basic 2x2 upsample (averaging)
30
- // color += texture(screenTexture, uv + vec2(1, 1) * texelSize);
31
- // color += texture(screenTexture, uv + vec2(1, 0) * texelSize) * 2.0;
32
- // color += texture(screenTexture, uv + vec2(1, -1) * texelSize);
33
-
34
- // color += texture(screenTexture, uv + vec2(0, 1) * texelSize) * 2.0;
35
- // color += texture(screenTexture, uv + vec2(0, 0) * texelSize) * 4.0;
36
- // color += texture(screenTexture, uv + vec2(0, -1) * texelSize) * 2.0;
37
-
38
- // color += texture(screenTexture, uv + vec2(-1, 1) * texelSize);
39
- // color += texture(screenTexture, uv + vec2(-1, 0) * texelSize) * 2.0;
40
- // color += texture(screenTexture, uv + vec2(-1, -1) * texelSize);
41
-
42
- // fragColor = color / 16.0; // Average the four samples
43
24
  }
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.2
2
2
  Name: basilisk-engine
3
- Version: 0.1.42
3
+ Version: 0.1.44
4
4
  Summary: Python 3D Framework
5
5
  Home-page: https://basilisk-website.vercel.app/
6
6
  Author: Name
@@ -1,7 +1,7 @@
1
1
  basilisk/__init__.py,sha256=23OM1kiXMU44J2TVp66efVSrbQAeiuTDmcdhNAftFfY,1134
2
2
  basilisk/config.py,sha256=Ajm3BjCryuX5bmJglqRZDR1SjE0sDjTbulta5GZ67hA,1712
3
- basilisk/engine.py,sha256=_SPTyqrOkn7GSMdjIPbk2m2HVLpePU236I1KA1qgtjw,6083
4
- basilisk/scene.py,sha256=9iWy86exN5Y48fHCJEOS0gL_yQ0VEceXALo98EqTy4c,12260
3
+ basilisk/engine.py,sha256=xuah50P1y6fgllWvi75pLtDL2plf-GGSoZY4lQFLdSo,6002
4
+ basilisk/scene.py,sha256=3grqRcytDCplwAMOmc7lIJOzKzQUtSEWwk94tpj4W4Q,12223
5
5
  basilisk/audio/__init__.py,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
6
6
  basilisk/audio/sound.py,sha256=h2dQ3IKb_SRKNZqNuk-fdNg_Xfz0P7sqEXA33qiBXG4,692
7
7
  basilisk/bsk_assets/Roboto-Regular.ttf,sha256=kqYnZjMRQMpbyLulIChCLSdgYa1XF8GsUIoRi2Gcauw,168260
@@ -71,27 +71,27 @@ basilisk/physics/physics_body.py,sha256=-iqo3YyCfMzpBVNA2I34JbfN7Z6phj5nnGHN-S8l
71
71
  basilisk/physics/physics_engine.py,sha256=C30oGb8rODdXORJJWjOWBPwlScnTHrp6CTPHSNcbgp0,1700
72
72
  basilisk/render/__init__.py,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
73
73
  basilisk/render/batch.py,sha256=1ULXwzcs7v9ze1IDZDJXcaydRjwdgHH9TkyXxcadNiM,3396
74
- basilisk/render/bloom.py,sha256=jjkUtg3SaP1by7FGR9E4780u6Xer0GK6y6XPH66vftw,4435
74
+ basilisk/render/bloom.py,sha256=9grxbAYKjBbc1AywP58NbZ0Ap2UzsAr10P_tJf3h6gM,4185
75
75
  basilisk/render/camera.py,sha256=pOM5sVSHl_joHwsBLd8Y7CzLUL-16XBBQfgsnM8jc6Q,9649
76
- basilisk/render/chunk.py,sha256=UPfldvGjIF--sg35Lst69ORZ2xTet-ejWg3kde9-ae8,2758
76
+ basilisk/render/chunk.py,sha256=WZ5cC-FPndbkdWEQLQ0v9tBvybjbbLMjXLJC2mYnXfA,2927
77
77
  basilisk/render/chunk_handler.py,sha256=-Hozyus67mgJ8fTWx3fsLezFVt3W4d-I0I1ai29odWA,6405
78
- basilisk/render/frame.py,sha256=I1M5eDzbnjo5_9U3QL02WPGUHw6X-VmGvGtE7O5ILCo,4065
79
- basilisk/render/framebuffer.py,sha256=4QO5QyX7tCwHysaUV9S2v5rGgg8xhmMzJ6ukjyboQKE,7570
78
+ basilisk/render/frame.py,sha256=EIdqo49ztcNCqB4E7PxkcwgUMv9BDdl_RsNKKTw8P2Y,4128
79
+ basilisk/render/framebuffer.py,sha256=8QVpnh0mPfbtkSF9McqmlK9i77Q-hpjWmvx8Ff73vp8,6871
80
80
  basilisk/render/image.py,sha256=d-5RGr-TlsGqvI-GQ8_pV-FNdmTzD0mlk2K3K4XNuwQ,3984
81
- basilisk/render/image_handler.py,sha256=DNb-AiouziLVQu3NkoG1F90YZTHHWyhFYhaWJ9uiUOU,4175
81
+ basilisk/render/image_handler.py,sha256=K3cTm9GNVCT0GfN874AqNRGsRfrTr8VZJbNO7J1tXAY,4183
82
82
  basilisk/render/light.py,sha256=SOOh5zAGUCgQdJjWb5MlJgtvdxkEV8AWqQ4P93bJj2g,3783
83
83
  basilisk/render/light_handler.py,sha256=gvg4OhDMy8dZg5XNcOZB4_1G2uE1gBFRxlBeoG3l3vM,2104
84
84
  basilisk/render/material.py,sha256=K2w2pdNI_ZKc0DZqhcGhlj0kQcpSLSlhbPTk-xaisU4,10072
85
- basilisk/render/material_handler.py,sha256=b9mf35P54CUzSxBgCkteHEY7AMJ623Ct083Xu2fHBHI,4065
85
+ basilisk/render/material_handler.py,sha256=mNgLNJCFYGqMwr0qZQiZ8mMwEXqvFgBMlHBFbwJ9XFg,4060
86
86
  basilisk/render/post_process.py,sha256=QAIwNccycEJqA1UVGKUqwVus11sJX9qm3Mjl0gdGYSo,6519
87
- basilisk/render/shader.py,sha256=3_jMKzlwLLWPsZiIjVG8bYLu4CddXrnmCk3ECTD6oZE,4820
88
- basilisk/render/shader_handler.py,sha256=eMEvtUYr7bg7PMzmJb0HByWsK1l_xlcfjDrB3ZIqX4I,3029
89
- basilisk/render/sky.py,sha256=e_x5h59cHevJFAprItBo_M3s1BqNI-1g1pgIsdeCuMw,4806
87
+ basilisk/render/shader.py,sha256=xh2p8kPFCPD479wyf6X3NUsgGfy3sbnSypNqFd8k83c,4870
88
+ basilisk/render/shader_handler.py,sha256=Tk-wbejg7UhXyq1c9pHjb-590zqAakNLCZu2ZbKCCAs,3260
89
+ basilisk/render/sky.py,sha256=2HWv8_2tfJfCiLz6WVE3BnWSAi4Ttulks5l-IF9YG3g,4747
90
90
  basilisk/render/tempCodeRunnerFile.py,sha256=ep1eVZzUd30SDCNE5l3OJsqp2fW2LEXrjYGW31AMWgw,10
91
91
  basilisk/shaders/__init__.py,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
92
- basilisk/shaders/batch.frag,sha256=1U2neL5t6TSMXHgwnEoOjLmG4WNNTLJAkUSIzd4x6lE,9624
92
+ basilisk/shaders/batch.frag,sha256=ATxjwTy-bhf5O1eEhmfh9uf4FjFUQ4IlYA4V6W1_TZw,9437
93
93
  basilisk/shaders/batch.vert,sha256=LYzcqcwCyCpnxF5V-ilx79HU2cYz66hylBmZChcVmos,5555
94
- basilisk/shaders/bloom_downsample.frag,sha256=0ncVnEfiPYxKnQ95seLTnbm8NXjMSYUIIrDE8owLUKU,1524
94
+ basilisk/shaders/bloom_downsample.frag,sha256=rIQTnBkSNiTF57D-yvWwQv_3_PmxznquHdlma8ua8Uw,685
95
95
  basilisk/shaders/bloom_frame.frag,sha256=Y0m8DnQKz3G9FKq7VjCGrVXZw2vSigyGX7-tlxZN0lE,567
96
96
  basilisk/shaders/bloom_upsample.frag,sha256=Pe1AupjM2OCMieW7oEYHoEx2LhbPtbpwcylruF5Ntm4,1156
97
97
  basilisk/shaders/crt.frag,sha256=ss6xhXwwOH9bXEhqyim--K4o1BOo1Wwq6tGAwjpRHEQ,1043
@@ -109,7 +109,7 @@ basilisk/shaders/particle.frag,sha256=IskhyXelHs9GqABKwTYSwooWL0nP-nkmXl6a5iT6Q3
109
109
  basilisk/shaders/particle.vert,sha256=oiBz6S_2dzqioAhyzVYT1ZKOED4h4R6IoP-UJ8KRHhU,3227
110
110
  basilisk/shaders/sky.frag,sha256=dJRdSbg16aZYYjxdoG1spVQRIVBGNVdyX0rqp4ER6v8,556
111
111
  basilisk/shaders/sky.vert,sha256=oAnrknEgsd9MawE_zx8P0u9nUSFEBYBg5ykBmWpqZ_g,332
112
- basilisk_engine-0.1.42.dist-info/METADATA,sha256=TWa8kZNEEc5aTKupEbwuEOQsPheWfIaIeO0lQqtqa2k,3793
113
- basilisk_engine-0.1.42.dist-info/WHEEL,sha256=In9FTNxeP60KnTkGw7wk6mJPYd_dQSjEZmXdBdMCI-8,91
114
- basilisk_engine-0.1.42.dist-info/top_level.txt,sha256=enlSYSf7CUyAly1jmUCNNGInTbaFUjGk4SKwyckZQkw,9
115
- basilisk_engine-0.1.42.dist-info/RECORD,,
112
+ basilisk_engine-0.1.44.dist-info/METADATA,sha256=JwByp7SjP1rOiHU8QqqLsK4UYbF-Z_0uxd3h4LJxzqo,3793
113
+ basilisk_engine-0.1.44.dist-info/WHEEL,sha256=In9FTNxeP60KnTkGw7wk6mJPYd_dQSjEZmXdBdMCI-8,91
114
+ basilisk_engine-0.1.44.dist-info/top_level.txt,sha256=enlSYSf7CUyAly1jmUCNNGInTbaFUjGk4SKwyckZQkw,9
115
+ basilisk_engine-0.1.44.dist-info/RECORD,,