Normalize BOM and line endings

This commit is contained in:
Tschrock
2019-09-02 11:30:50 -04:00
parent 735845746e
commit 715dfb8aeb
29 changed files with 45 additions and 45 deletions
@@ -1,4 +1,4 @@
div(*ngIf="account")
div(*ngIf="account")
.row
.col-md-12
h2
@@ -1,4 +1,4 @@
ng-template(#searchTooltip)
ng-template(#searchTooltip)
.text-left.help-tooltip
div: em search by:
div name:<account_name> #[em - account name]
@@ -1,4 +1,4 @@
ng-template(#duplicatesPopover)
ng-template(#duplicatesPopover)
div(*ngFor="let e of duplicateEntries")
| {{e}}
@@ -1,4 +1,4 @@
.row(style="margin-top: 100px;")
.row(style="margin-top: 100px;")
.col-md-6
h2 {{ip}} [{{info.origin?.country}}]
@@ -1,4 +1,4 @@
.text-center.pt-5(*ngIf="!stats")
.text-center.pt-5(*ngIf="!stats")
fa-icon.text-muted([icon]="spinnerIcon" [fixedWidth]="true" [spin]="true" size="3x")
.row(*ngIf="stats")
@@ -1,4 +1,4 @@
ng-template(#searchTooltip)
ng-template(#searchTooltip)
.text-left.help-tooltip
div: em search by:
div exact:<name> #[em - exact pony name]
@@ -1,4 +1,4 @@
div(*ngIf="isSuperadmin")
div(*ngIf="isSuperadmin")
button.btn.btn-sm.btn-default((click)="notifyOfUpdate()")
| Notify of update
button.btn.btn-sm.btn-default.ml-1((click)="shutdownServers()")
+1 -1
View File
@@ -1,4 +1,4 @@
.container-fluid
.container-fluid
.d-flex.justify-content-between
.admin-initializing
@@ -1,4 +1,4 @@
ng-template(#notePopover)
ng-template(#notePopover)
textarea.form-control.note-editor(
cols="20" rows="15" agAutoFocus [(ngModel)]="note" (keydown.escape)="blur()" (blur)="blur()")
@@ -1,4 +1,4 @@
div(*ngIf="open || !canClose")
div(*ngIf="open || !canClose")
.d-flex.justify-content-between.align-items-center
h3
| {{title}}
@@ -1,4 +1,4 @@
a(*ngIf="auth?.url" [href]="auth?.url" target="_blank" rel="noopener noreferrer" [title]="name")
a(*ngIf="auth?.url" [href]="auth?.url" target="_blank" rel="noopener noreferrer" [title]="name")
fa-icon([icon]="icon" [fixedWidth]="true")
span(*ngIf="!auth?.url" [title]="name")
fa-icon([icon]="icon" [fixedWidth]="true")
@@ -1,4 +1,4 @@
table.table.table-fixed.table-striped.table-hover.table-sm.table-ellipsis
table.table.table-fixed.table-striped.table-hover.table-sm.table-ellipsis
thead
tr
th.col-time created
@@ -1,4 +1,4 @@
.btn-group.mb-1
.btn-group.mb-1
button.btn.btn-xs([ngClass]="on ? 'btn-default' : 'btn-danger active'" (click)="onToggle(false)" [disabled]="disabled")
b {{offText}}
button.btn.btn-xs([ngClass]="on ? 'btn-success active' : 'btn-default'" (click)="onToggle(true)" [disabled]="disabled")
@@ -1,4 +1,4 @@
.d-flex.align-items-center(*ngIf="origin")
.d-flex.align-items-center(*ngIf="origin")
a.origin-info-ip.mr-1([routerLink]="['/origins', origin.ip, origin.country]" [title]="origin.ip")
| {{origin.ip}}
span([title]="countryName") [{{origin.country}}]
@@ -1,4 +1,4 @@
ng-template(#tooltip)
ng-template(#tooltip)
.character-tooltip(style="position: relative")
character-preview([pony]="pony?.ponyInfo" [passive]="true")
.character-tooltip-indicator(*ngIf="isBadCM") •
@@ -1,4 +1,4 @@
ng-template(#tooltip)
ng-template(#tooltip)
div {{time | date:'mediumDate'}}
.text-muted {{time | date:'mediumTime'}}
@@ -1,4 +1,4 @@
.color-picker.dropdown(
.color-picker.dropdown(
[class.disabled]="isDisabled" [class.open]="isOpen" [class.show]="isOpen")
//-[class.indicator]="indicatorColor"
.color-picker-box([style.background-color]="bg")
@@ -1,4 +1,4 @@
nav.navbar.navbar-expand.justify-content-end(role="navigation")
nav.navbar.navbar-expand.justify-content-end(role="navigation")
.d-none.d-md-block
a.pixelart.logo(*ngIf="logo" routerLink="/" routerLinkActive="active" [routerLinkActiveOptions]="{ exact: true }")
img.pixelart.logo-large(revSrc="images/logo-large.png" alt="Pony Town")
@@ -1,3 +1,3 @@
.portrait-box([ngClass]="size")
.portrait-box([ngClass]="size")
canvas(#canvas)
.portrait-box-cover(*ngIf="!noBorder")
@@ -1,4 +1,4 @@
.slider-bar(#bar [class.disabled]="disabled" (agDrag)="drag($event)" agDragRelative="self")
.slider-bar(#bar [class.disabled]="disabled" (agDrag)="drag($event)" agDragRelative="self")
.slider-bar-fill([style.width.%]="width")
.slider-bar-line
.slider-bar-base([style.left.%]="width")
@@ -1,4 +1,4 @@
ng-template(#selectFrame)
ng-template(#selectFrame)
.frame-select-container
a.frame-select(*ngFor="let s of sprites; index as i" [class.active]="frame === i"
(mousedown)="select(i)" (mouseenter)="enter(i)" (mouseleave)="leave()")
@@ -1,4 +1,4 @@
.tools-range.input-group([class.input-group-sm]="small")
.tools-range.input-group([class.input-group-sm]="small")
.input-group-prepend
button.btn.btn-default((click)="decrement()")
fa-icon([icon]="vertical ? upIcon : leftIcon" [fixedWidth]="true")
@@ -1,4 +1,4 @@
ng-template(#shareLinkPopover)
ng-template(#shareLinkPopover)
div
span.close.ml-2((click)="shareLinkOpen = false") ×
| {{shareLink}}
@@ -1,4 +1,4 @@
.m-4
.m-4
ul.nav.nav-pills
a.nav-link(routerLink="/variants") Variant explorer
a.nav-link(routerLink="/animation") Animator
@@ -1,4 +1,4 @@
.form-inline
.form-inline
.form-group
a.btn.btn-default(routerLink="/")
fa-icon([icon]="homeIcon")
@@ -1,4 +1,4 @@
ng-template(#modal)
ng-template(#modal)
settings-modal((close)="modalRef.hide()")
.container-fluid.mt-3(*ngIf="initialized")
@@ -1,4 +1,4 @@
.form-inline.p-1
.form-inline.p-1
.form-group
a.btn.btn-default(routerLink="/")
fa-icon([icon]="homeIcon")
+1 -1
View File
@@ -1,2 +1,2 @@
router-outlet
router-outlet
draggable-outlet
+17 -17
View File
@@ -1,17 +1,17 @@
/* tslint:disable */
export const basicShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍uniform mat4 transform;␍varying vec2 textureCoord;␍void main() {␍ textureCoord = texcoords;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord);␍}`;
export const lightShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ float d = clamp((1.0 - length(textureCoord)) + 0.1, 0.0, 1.0);␍ float m = d * d * d;␍ gl_FragColor = vec4(m, m, m, 1) * vColor;␍}`;
export const paletteDepthShader = `// VERTEX␍attribute vec3 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ vec4 color = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍ gl_FragColor = color;␍ if (color.a < 0.01)␍ discard;␍}`;
export const paletteLayersInstancedShader = `// VERTEX␍attribute vec2 position0;␍attribute vec4 position1;␍attribute vec4 texcoord0;␍attribute vec2 texcoord1;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord0 = vec2(texcoord0.x + position0.x * texcoord0.z, texcoord0.y + position0.y * texcoord0.w);␍ textureCoord1 = texcoord1;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(␍ position1.x + position0.x * position1.z, position1.y + position0.y * position1.w, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord0.xy);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec4 palette = texture2D(sampler2, vec2(textureCoord1.x + paletteIndex * pixelSize, textureCoord1.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
export const paletteLayersShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord = texcoords;␍ // float f = texcoords.z;␍ // float fr = fract(texcoords.z);␍ // textureCoord.z = fr;␍ // textureCoord.w = (f - fr) / 1024.0;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍uniform float textureSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord.xy / textureSize);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec2 paletteCoord = textureCoord.zw;␍ vec4 palette = texture2D(sampler2, vec2(paletteCoord.x + paletteIndex * pixelSize, paletteCoord.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
export const paletteShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ gl_FragColor = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍}`;
export const spriteShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍uniform float textureSize;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord / textureSize) * vColor;␍}`;
export const sprite2Shader = `// VERTEX␍attribute vec3 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord) * vColor;␍}`;
/* tslint:disable */
export const basicShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍uniform mat4 transform;␍varying vec2 textureCoord;␍void main() {␍ textureCoord = texcoords;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord);␍}`;
export const lightShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ float d = clamp((1.0 - length(textureCoord)) + 0.1, 0.0, 1.0);␍ float m = d * d * d;␍ gl_FragColor = vec4(m, m, m, 1) * vColor;␍}`;
export const paletteDepthShader = `// VERTEX␍attribute vec3 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ vec4 color = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍ gl_FragColor = color;␍ if (color.a < 0.01)␍ discard;␍}`;
export const paletteLayersInstancedShader = `// VERTEX␍attribute vec2 position0;␍attribute vec4 position1;␍attribute vec4 texcoord0;␍attribute vec2 texcoord1;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord0 = vec2(texcoord0.x + position0.x * texcoord0.z, texcoord0.y + position0.y * texcoord0.w);␍ textureCoord1 = texcoord1;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(␍ position1.x + position0.x * position1.z, position1.y + position0.y * position1.w, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec2 textureCoord0;␍varying vec2 textureCoord1;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord0.xy);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec4 palette = texture2D(sampler2, vec2(textureCoord1.x + paletteIndex * pixelSize, textureCoord1.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
export const paletteLayersShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍attribute vec4 vertexColor1;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ textureCoord = texcoords;␍ // float f = texcoords.z;␍ // float fr = fract(texcoords.z);␍ // textureCoord.z = fr;␍ // textureCoord.w = (f - fr) / 1024.0;␍ vColor = vertexColor * lighting;␍ vColor1 = vertexColor1;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍uniform float textureSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍varying vec4 vColor1;␍void main() {␍ vec4 sprite = texture2D(sampler1, textureCoord.xy / textureSize);␍ float shade = clamp(sprite.g + vColor1.a, 0.0, 1.0);␍ vec4 mask = vec4(vColor1.rgb, 1.0 - (vColor1.r + vColor1.g + vColor1.b));␍ float paletteIndex = dot(mask, sprite);␍ vec2 paletteCoord = textureCoord.zw;␍ vec4 palette = texture2D(sampler2, vec2(paletteCoord.x + paletteIndex * pixelSize, paletteCoord.y));␍ gl_FragColor = vec4(palette.xyz * shade, palette.w) * vColor;␍}`;
export const paletteShader = `// VERTEX␍attribute vec2 position;␍attribute vec4 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1; // sprite␍uniform sampler2D sampler2; // palette␍uniform float pixelSize;␍varying vec4 textureCoord;␍varying vec4 vColor;␍void main() {␍ vec4 sprite = texture2D(sampler1, vec2(textureCoord.x, textureCoord.y));␍ vec4 palette = texture2D(sampler2, vec2(textureCoord.z + sprite.x * pixelSize, textureCoord.w));␍ gl_FragColor = vec4(palette.xyz * sprite.y, palette.w) * vColor;␍}`;
export const spriteShader = `// VERTEX␍attribute vec2 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍uniform vec4 lighting;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor * lighting;␍ gl_Position = transform * vec4(position, 0, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍uniform float textureSize;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord / textureSize) * vColor;␍}`;
export const sprite2Shader = `// VERTEX␍attribute vec3 position;␍attribute vec2 texcoords;␍attribute vec4 vertexColor;␍uniform mat4 transform;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ textureCoord = texcoords;␍ vColor = vertexColor;␍ gl_Position = transform * vec4(position, 1);␍}␍// FRAGMENT␍precision mediump float;␍uniform sampler2D sampler1;␍varying vec2 textureCoord;␍varying vec4 vColor;␍void main() {␍ gl_FragColor = texture2D(sampler1, textureCoord) * vColor;␍}`;