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using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using Random = UnityEngine.Random;
using static Unity.Mathematics.math;
using quaternion = Unity.Mathematics.quaternion;
public class Fractal : MonoBehaviour
{
[BurstCompile(FloatPrecision.Standard, FloatMode.Fast, CompileSynchronously = true)]
private struct UpdateFractalLevelJob : IJobFor
{
public float scale;
public float deltaTime;
[ReadOnly]
public NativeArray<FractalPart> parents;
public NativeArray<FractalPart> parts;
[WriteOnly]
public NativeArray<float3x4> matrices;
public void Execute(int i)
{
var parent = parents[i / 5];
var part = parts[i];
part.spinAngle += part.spinVelocity * deltaTime;
float3 upAxis =
mul(mul(parent.worldRotation, part.rotation), up());
float3 sagAxis = cross(up(), upAxis);
float sagMagnitude = length(sagAxis);
quaternion baseRotation;
if (sagMagnitude > 0f)
{
sagAxis /= sagMagnitude;
quaternion sagRotation =
quaternion.AxisAngle(sagAxis, part.maxSagAngle * sagMagnitude);
baseRotation = mul(sagRotation, parent.worldRotation);
}
else
{
baseRotation = parent.worldRotation;
}
part.worldRotation = mul(baseRotation,
mul(part.rotation, quaternion.RotateY(part.spinAngle))
);
part.worldPosition =
parent.worldPosition +
mul(part.worldRotation, float3(0f, 1.5f * scale, 0f));
parts[i] = part;
float3x3 r = float3x3(part.worldRotation) * scale;
matrices[i] = float3x4(r.c0, r.c1, r.c2, part.worldPosition);
}
}
private struct FractalPart
{
public float3 worldPosition;
public quaternion rotation, worldRotation;
public float maxSagAngle, spinAngle, spinVelocity;
}
NativeArray<FractalPart>[] parts;
NativeArray<float3x4>[] matrices;
[SerializeField, Range(3, 8)]
int depth = 4;
[SerializeField]
Mesh mesh = default, leafMesh = default;
[SerializeField]
Material material = default;
[SerializeField]
Gradient gradientA = default, gradientB = default;
[SerializeField]
Color leafColorA = default, leafColorB = default;
[SerializeField, Range(0f, 90f)]
float maxSagAngleA = 15f, maxSagAngleB = 25f;
[SerializeField, Range(0f, 90f)]
float spinSpeedA = 20f, spinSpeedB = 25f;
[SerializeField, Range(0f, 1f)]
float reverseSpinChance = 0.25f;
static float3[] directions =
{
up(), right(), left(), forward(), back()
};
static quaternion[] rotations =
{
quaternion.identity,
quaternion.RotateZ(-0.5f * PI), quaternion.RotateZ(0.5f * PI),
quaternion.RotateX(0.5f * PI), quaternion.RotateX(-0.5f * PI)
};
private FractalPart CreatePart(int childIndex)
{
return new FractalPart()
{
maxSagAngle = radians(Random.Range(maxSagAngleA, maxSagAngleB)),
rotation = rotations[childIndex],
spinVelocity =
(Random.value < reverseSpinChance ? -1f : 1f) *
radians(Random.Range(spinSpeedA, spinSpeedB))
};
}
ComputeBuffer[] matricesBuffers;
Vector4[] sequenceNumbers;
static readonly int colorAId = Shader.PropertyToID("_ColorA");
static readonly int colorBId = Shader.PropertyToID("_ColorB");
static readonly int matricesId = Shader.PropertyToID("_Matrices");
static readonly int sequenceNumbersId = Shader.PropertyToID("_SequenceNumbers");
static MaterialPropertyBlock propertyBlock;
private void OnEnable()
{
parts = new NativeArray<FractalPart>[depth];
matrices = new NativeArray<float3x4>[depth];
matricesBuffers = new ComputeBuffer[depth];
sequenceNumbers = new Vector4[depth];
int stride = 12 * 4;
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
{
parts[i] = new NativeArray<FractalPart>(length, Allocator.Persistent);
matrices[i] = new NativeArray<float3x4>(length, Allocator.Persistent);
matricesBuffers[i] = new ComputeBuffer(length, stride);
sequenceNumbers[i] = new Vector4(Random.value, Random.value, Random.value, Random.value);
}
parts[0][0] = CreatePart(0);
for (int li = 1; li < parts.Length; li++)
{
NativeArray<FractalPart> levelParts = parts[li];
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
{
for (int ci = 0; ci < 5; ci++)
{
levelParts[fpi + ci] = CreatePart(ci);
}
}
}
if (propertyBlock == null)
{
propertyBlock = new MaterialPropertyBlock();
}
}
private void OnDisable()
{
for (int i = 0; i < matricesBuffers.Length; i++)
{
matricesBuffers[i].Release();
parts[i].Dispose();
matrices[i].Dispose();
}
parts = null;
matrices = null;
matricesBuffers = null;
sequenceNumbers = null;
}
void OnValidate()
{
if (parts != null && enabled)
{
OnDisable();
OnEnable();
}
}
private void Update()
{
float deltaTime = Time.deltaTime;
FractalPart rootPart = parts[0][0];
rootPart.spinAngle += rootPart.spinVelocity * deltaTime;
rootPart.worldRotation = mul(transform.rotation,
mul(rootPart.rotation, quaternion.RotateY(rootPart.spinAngle))
);
rootPart.worldPosition = transform.position;
parts[0][0] = rootPart;
float objectScale = transform.lossyScale.x;
float3x3 r = float3x3(rootPart.worldRotation) * objectScale;
matrices[0][0] = float3x4(r.c0, r.c1, r.c2, rootPart.worldPosition);
float scale = objectScale;
JobHandle jobHandle = default;
for (int li = 1; li < parts.Length; li++)
{
scale *= 0.5f;
jobHandle = new UpdateFractalLevelJob
{
deltaTime = deltaTime,
scale = scale,
parents = parts[li - 1],
parts = parts[li],
matrices = matrices[li]
}.ScheduleParallel(parts[li].Length, 5, jobHandle);
}
jobHandle.Complete();
var bounds = new Bounds(rootPart.worldPosition, float3(3f * objectScale));
int leafIndex = matricesBuffers.Length - 1;
for (int i = 0; i < matricesBuffers.Length; i++)
{
Mesh instanceMesh;
Color colorA, colorB;
if (i == leafIndex)
{
colorA = leafColorA;
colorB = leafColorB;
instanceMesh = leafMesh;
}
else
{
colorA = gradientA.Evaluate(i / (matricesBuffers.Length - 2f));
colorB = gradientB.Evaluate(i / (matricesBuffers.Length - 2f));
instanceMesh = mesh;
}
propertyBlock.SetColor(colorAId, colorA);
propertyBlock.SetColor(colorBId, colorB);
ComputeBuffer buffer = matricesBuffers[i];
buffer.SetData(matrices[i]);
float gradientInterpolator = i / (matricesBuffers.Length - 1f);
propertyBlock.SetColor(colorAId, gradientA.Evaluate(gradientInterpolator));
propertyBlock.SetColor(colorBId, gradientB.Evaluate(gradientInterpolator));
propertyBlock.SetBuffer(matricesId, buffer);
propertyBlock.SetVector(sequenceNumbersId, sequenceNumbers[i]);
Graphics.DrawMeshInstancedProcedural(instanceMesh, 0, material, bounds, buffer.count, propertyBlock);
}
}
}

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using UnityEngine;
using TMPro;
public class FrameRateCounter : MonoBehaviour
{
[SerializeField]
TextMeshProUGUI display = default;
public enum DisplayMode { FPS, MS };
[SerializeField]
DisplayMode displayMode = DisplayMode.FPS;
[SerializeField, Range(0.1f, 2.0f)]
float sampleDuration = 1.0f;
int frames;
float duration;
float bestDuration = float.MaxValue;
float worstDuration = 0.0f;
private void Update()
{
var frameDuration = Time.unscaledDeltaTime;
frames++;
duration += frameDuration;
if (frameDuration < bestDuration)
{
bestDuration = frameDuration;
}
if (frameDuration > worstDuration)
{
worstDuration = frameDuration;
}
if (duration >= sampleDuration)
{
if (displayMode == DisplayMode.FPS)
{
display.SetText(
"FPS\n{0:0}\n{1:0}\n{2:0}",
1.0f / bestDuration,
frames / duration,
1.0f / worstDuration
);
}
else
{
display.SetText(
"FPS\n{0:1}\n{1:1}\n{2:1}",
1000.0f * bestDuration,
1000.0f * duration / frames,
1000.0f * worstDuration
);
}
frames = 0;
duration = 0.0f;
bestDuration = float.MaxValue;
worstDuration = 0.0f;
}
}
}

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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3x4> _Matrices;
#endif
float4 _ColorA, _ColorB;
float4 _SequenceNumbers;
float4 GetFractalColor () {
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float4 color;
color.rgb = lerp(
_ColorA.rgb, _ColorB.rgb,
frac(unity_InstanceID * _SequenceNumbers.x + _SequenceNumbers.y)
);
color.a = lerp(
_ColorA.a, _ColorB.a,
frac(unity_InstanceID * _SequenceNumbers.z + _SequenceNumbers.w)
);
return color;
#else
return _ColorA;
#endif
}
void ConfigureProcedural () {
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3x4 m = _Matrices[unity_InstanceID];
unity_ObjectToWorld._m00_m01_m02_m03 = m._m00_m01_m02_m03;
unity_ObjectToWorld._m10_m11_m12_m13 = m._m10_m11_m12_m13;
unity_ObjectToWorld._m20_m21_m22_m23 = m._m20_m21_m22_m23;
unity_ObjectToWorld._m30_m31_m32_m33 = float4(0.0, 0.0, 0.0, 1.0);
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out, out float4 FractalColor) {
Out = In;
FractalColor = GetFractalColor();
}
void ShaderGraphFunction_half (half3 In, out half3 Out, out half4 FractalColor) {
Out = In;
FractalColor = GetFractalColor();
}

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using UnityEngine;
public class MovingSphere : MonoBehaviour
{
[SerializeField, Range(0f, 100f)]
private float maxSpeed = 10f;
[SerializeField, Range(0f, 100f)]
private float maxAcceleration = 10f, maxAirAcceleration = 1f;
[SerializeField, Range(0f, 10f)]
private float jumpHeight = 2f;
[SerializeField, Range(0, 5)]
private int maxAirJumps = 0;
[SerializeField, Range(0f, 90f)]
private float maxGroundAngle = 25f, maxStairsAngle = 50f;
[SerializeField, Range(0f, 100f)]
float maxSnapSpeed = 100f;
[SerializeField, Min(0f)]
float probeDistance = 1f;
[SerializeField]
LayerMask probeMask = -1, stairsMask = -1;
private Rigidbody body;
private Vector3 desiredVelocity = new Vector3(0f, 0f, 0f);
private bool desiredJump = false;
private int jumpPhase;
private Vector3 velocity;
private Vector3 contactNormal, steepNormal;
private int groundContactCount, steepContactCount;
private float minGroundDotProduct, minStairsDotProduct;
private int stepsSinceLastGrounded, stepsSinceLastJump;
private bool onGround => groundContactCount > 0;
private bool onSteep => steepContactCount > 0;
private float GetMinDot(int layer)
{
return (stairsMask & (1 << layer)) == 0 ?
minGroundDotProduct : minStairsDotProduct;
}
private void OnValidate()
{
minGroundDotProduct = Mathf.Cos(maxGroundAngle * Mathf.Deg2Rad);
minStairsDotProduct = Mathf.Cos(maxStairsAngle * Mathf.Deg2Rad);
}
private void Awake()
{
body = GetComponent<Rigidbody>();
OnValidate();
}
private void Update()
{
Vector2 playerInput;
playerInput.x = Input.GetAxis("Horizontal");
playerInput.y = Input.GetAxis("Vertical");
playerInput = Vector2.ClampMagnitude(playerInput, 1f);
desiredVelocity = new Vector3(playerInput.x, 0f, playerInput.y) * maxSpeed;
desiredJump |= Input.GetButtonDown("Jump");
GetComponent<MeshRenderer>().material.SetColor(
"_BaseColor", onGround ? Color.black : Color.white
);
}
private void FixedUpdate()
{
UpdateState();
AdjustVelocity();
if (desiredJump)
{
desiredJump = false;
Jump();
}
body.velocity = velocity;
ClearState();
}
private void UpdateState()
{
stepsSinceLastGrounded++;
stepsSinceLastJump++;
velocity = body.velocity;
if (onGround || SnapToGround() || CheckSteepContacts())
{
stepsSinceLastGrounded = 0;
if (stepsSinceLastJump > 1)
{
jumpPhase = 0;
}
if (groundContactCount > 1)
{
contactNormal.Normalize();
}
}
else
{
contactNormal = Vector3.up;
}
}
private void OnCollisionEnter(Collision collision)
{
EvaluateCollision(collision);
}
private void OnCollisionStay(Collision collision)
{
EvaluateCollision(collision);
}
private void EvaluateCollision(Collision collision)
{
float minDot = GetMinDot(collision.gameObject.layer);
for (int i = 0; i < collision.contactCount; i++)
{
var normal = collision.GetContact(i).normal;
if (normal.y >= minDot)
{
groundContactCount += 1;
contactNormal += normal;
}
else if (normal.y > -0.01f)
{
steepContactCount += 1;
steepNormal += normal;
}
}
}
private void Jump()
{
Vector3 jumpDirection;
if (onGround)
{
jumpDirection = contactNormal;
}
else if (onSteep)
{
jumpDirection = steepNormal;
jumpPhase = 0;
}
else if (maxAirJumps > 0 && jumpPhase <= maxAirJumps)
{
if (jumpPhase == 0)
{
jumpPhase = 1;
}
jumpDirection = contactNormal;
}
else
{
return;
}
stepsSinceLastJump = 0;
jumpPhase++;
float jumpSpeed = Mathf.Sqrt(-2f * Physics.gravity.y * jumpHeight);
jumpDirection = (jumpDirection + Vector3.up).normalized;
float alignedSpeed = Vector3.Dot(velocity, jumpDirection);
if (alignedSpeed > 0f)
{
jumpSpeed = Mathf.Max(jumpSpeed - alignedSpeed, 0f);
}
velocity += jumpDirection * jumpSpeed;
}
private void AdjustVelocity()
{
Vector3 xAxis = ProjectOnContactPlane(Vector3.right).normalized;
Vector3 zAxis = ProjectOnContactPlane(Vector3.forward).normalized;
float currentX = Vector3.Dot(velocity, xAxis);
float currentZ = Vector3.Dot(velocity, zAxis);
float acceleration = onGround ? maxAcceleration : maxAirAcceleration;
float maxSpeedChange = acceleration * Time.deltaTime;
float newX =
Mathf.MoveTowards(currentX, desiredVelocity.x, maxSpeedChange);
float newZ =
Mathf.MoveTowards(currentZ, desiredVelocity.z, maxSpeedChange);
velocity += xAxis * (newX - currentX) + zAxis * (newZ - currentZ);
}
private Vector3 ProjectOnContactPlane(Vector3 vector)
{
return vector - contactNormal * Vector3.Dot(vector, contactNormal);
}
private void ClearState()
{
groundContactCount = steepContactCount = 0;
contactNormal = steepNormal = Vector3.zero;
}
private bool SnapToGround()
{
if (stepsSinceLastGrounded > 1 || stepsSinceLastJump <= 2)
{
return false;
}
float speed = velocity.magnitude;
if (speed > maxSnapSpeed)
{
return false;
}
if (!Physics.Raycast(body.position, Vector3.down, out RaycastHit hit, probeDistance, probeMask))
{
return false;
}
if (hit.normal.y < GetMinDot(hit.collider.gameObject.layer))
{
return false;
}
groundContactCount = 1;
contactNormal = hit.normal;
float dot = Vector3.Dot(velocity, hit.normal);
if (dot > 0f)
{
velocity = (velocity - hit.normal * dot).normalized * speed;
}
return true;
}
bool CheckSteepContacts()
{
if (steepContactCount > 1)
{
steepNormal.Normalize();
if (steepNormal.y >= minGroundDotProduct)
{
groundContactCount = 1;
contactNormal = steepNormal;
return true;
}
}
return false;
}
}

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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
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http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
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Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
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1) Neither the Font Software nor any of its individual components,
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redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
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Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
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must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
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Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
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redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
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must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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