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7735 changed files with 38060 additions and 199180 deletions
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@ -1,143 +0,0 @@
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with Ada.Numerics.Elementary_Functions;
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with Ada.Numerics.Generic_Real_Arrays;
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with SDL.Video.Windows.Makers;
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with SDL.Video.Renderers.Makers;
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with SDL.Video.Palettes;
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with SDL.Events.Events;
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procedure Death_Star is
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Width : constant := 400;
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Height : constant := 400;
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package Float_Arrays is
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new Ada.Numerics.Generic_Real_Arrays (Float);
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use Ada.Numerics.Elementary_Functions;
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use Float_Arrays;
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Window : SDL.Video.Windows.Window;
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Renderer : SDL.Video.Renderers.Renderer;
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subtype Vector_3 is Real_Vector (1 .. 3);
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type Sphere_Type is record
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Cx, Cy, Cz : Integer;
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R : Integer;
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end record;
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function Normalize (V : Vector_3) return Vector_3 is
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(V / Sqrt (V * V));
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procedure Hit (S : Sphere_Type;
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X, Y : Integer;
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Z1, Z2 : out Float;
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Is_Hit : out Boolean)
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is
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NX : constant Integer := X - S.Cx;
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NY : constant Integer := Y - S.Cy;
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Zsq : constant Integer := S.R * S.R - (NX * NX + NY * NY);
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Zsqrt : Float;
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begin
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if Zsq >= 0 then
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Zsqrt := Sqrt (Float (Zsq));
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Z1 := Float (S.Cz) - Zsqrt;
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Z2 := Float (S.Cz) + Zsqrt;
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Is_Hit := True;
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return;
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end if;
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Z1 := 0.0;
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Z2 := 0.0;
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Is_Hit := False;
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end Hit;
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procedure Draw_Death_Star (Pos, Neg : Sphere_Type;
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K, Amb : Float;
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Dir : Vector_3)
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is
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Vec : Vector_3;
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ZB1, ZB2 : Float;
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ZS1, ZS2 : Float;
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Is_Hit : Boolean;
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S : Float;
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Lum : Integer;
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begin
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for Y in Pos.Cy - Pos.R .. Pos.Cy + Pos.R loop
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for X in Pos.Cx - Pos.R .. Pos.Cx + Pos.R loop
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Hit (Pos, X, Y, ZB1, ZB2, Is_Hit);
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if not Is_Hit then
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goto Continue;
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end if;
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Hit (Neg, X, Y, ZS1, ZS2, Is_Hit);
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if Is_Hit then
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if ZS1 > ZB1 then
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Is_Hit := False;
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elsif ZS2 > ZB2 then
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goto Continue;
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end if;
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end if;
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if Is_Hit then
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Vec := (Float (Neg.Cx - X),
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Float (Neg.Cy - Y),
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Float (Neg.Cz) - ZS2);
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else
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Vec := (Float (X - Pos.Cx),
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Float (Y - Pos.Cy),
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ZB1 - Float (Pos.Cz));
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end if;
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S := Float'Max (0.0, Dir * Normalize (Vec));
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Lum := Integer (255.0 * (S ** K + Amb) / (1.0 + Amb));
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Lum := Integer'Max (0, Lum);
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Lum := Integer'Min (Lum, 255);
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Renderer.Set_Draw_Colour ((SDL.Video.Palettes.Colour_Component (Lum),
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SDL.Video.Palettes.Colour_Component (Lum),
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SDL.Video.Palettes.Colour_Component (Lum),
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255));
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Renderer.Draw (Point => (SDL.C.int (X + Width / 2),
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SDL.C.int (Y + Height / 2)));
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<<Continue>>
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end loop;
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end loop;
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end Draw_Death_Star;
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procedure Wait is
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use type SDL.Events.Event_Types;
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Event : SDL.Events.Events.Events;
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begin
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loop
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while SDL.Events.Events.Poll (Event) loop
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if Event.Common.Event_Type = SDL.Events.Quit then
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return;
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end if;
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end loop;
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delay 0.100;
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end loop;
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end Wait;
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Direction : constant Vector_3 := Normalize ((20.0, -40.0, -10.0));
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Positive : constant Sphere_Type := (0, 0, 0, 120);
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Negative : constant Sphere_Type := (-90, -90, -30, 100);
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begin
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if not SDL.Initialise (Flags => SDL.Enable_Screen) then
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return;
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end if;
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SDL.Video.Windows.Makers.Create (Win => Window,
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Title => "Death star",
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Position => SDL.Natural_Coordinates'(X => 10, Y => 10),
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Size => SDL.Positive_Sizes'(Width, Height),
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Flags => 0);
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SDL.Video.Renderers.Makers.Create (Renderer, Window.Get_Surface);
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Renderer.Set_Draw_Colour ((0, 0, 0, 255));
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Renderer.Fill (Rectangle => (0, 0, Width, Height));
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Draw_Death_Star (Positive, Negative, 1.5, 0.2, Direction);
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Window.Update_Surface;
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Wait;
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Window.Finalize;
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SDL.Finalise;
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end Death_Star;
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@ -45,7 +45,7 @@ proc death_star &pos[] &neg[] k amb dir[] .
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normalize vec[]
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s = vdot dir[] vec[]
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if s < 0 : s = 0
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lum = 100 * (pow s k + amb) / (1 + amb)
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lum = (pow s k + amb) / (1 + amb)
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gcolor3 lum lum lum
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grect 50 + x / 4, 50 + y / 4, 0.25 0.24
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.
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@ -1,81 +0,0 @@
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'deathstar ascii graphics
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option explicit
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const x_=0
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const y_=1
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const z_=2
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const r_=3
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function clamp(x,b,t)
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if x<b then
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clamp=b
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elseif x>t then
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clamp =t
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else
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clamp=x
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end if
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end function
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function dot(v,w) dot=v(x_)*w(x_)+v(y_)*w(y_)+v(z_)*w(z_): end function
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function normal (byval v)
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dim ilen:ilen=1/sqr(dot(v,v)):
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v(x_)=v(x_)*ilen: v(y_)=v(y_)*ilen: v(z_)=v(z_)*ilen:
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normal=v:
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end function
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function hittest(s,x,y)
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dim z
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z = s(r_)^2 - (x-s(x_))^2 - (y-s(y_))^2
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if z>=0 then
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z=sqr(z)
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hittest=array(s(z_)-z,s(z_)+z)
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else
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hittest=0
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end if
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end function
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sub deathstar(pos, neg, sun, k, amb)
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dim x,y,shades,result,shade,hp,hn,xx,b
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shades=array(" ",".",":","!","*","o","e","&","#","%","@")
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for y = pos(y_)-pos(r_)-0.5 to pos(y_)+pos(r_)+0.5
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for x = pos(x_)-pos(r_)-0.5 to pos(x_)+pos(r_)+.5
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hp=hittest (pos, x, y)
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hn=hittest(neg,x,y)
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if not isarray(hp) then
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result=0
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elseif not isarray(hn) then
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result=1
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elseif hn(0)>hp(0) then
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result=1
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elseif hn(1)>hp(1) then
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result=0
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elseif hn(1)>hp(0) then
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result=2
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else
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result=1
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end if
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shade=-1
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select case result
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case 0
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shade=0
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case 1
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xx=normal(array(x-pos(x_),y-pos(y_),hp(0)-pos(z_)))
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'shade=clamp(1-dot(sun,xx)^k+amb,1,ubound(shades))
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case 2
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xx=normal(array(neg(x_)-x,neg(y_)-y,neg(z_)-hn(1)))
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'shade=clamp(1-dot(sun,xx)^k+amb,1,ubound(shades))
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end select
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if shade <>0 then
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b=dot(sun,xx)^k+amb
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shade=clamp((1-b) *ubound(shades),1,ubound(shades))
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end if
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wscript.stdout.write string(2,shades(shade))
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next
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wscript.stdout.write vbcrlf
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next
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end sub
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deathstar array(20, 20, 0, 20),array(10,10,-15,10), normal(array(-2,1,3)), 2, 0.1
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