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No commits in common. "ef00dc22b3b2cfee71fb8321e64527abcea8ea8e" and "basics-game-objects-and-scripts" have entirely different histories.

372 changed files with 1493 additions and 60644 deletions

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#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float3> _Positions;
#endif
float _Step;
void ConfigureProcedural()
{
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
float3 position = _Positions[unity_InstanceID];
unity_ObjectToWorld = 0.0;
unity_ObjectToWorld._m03_m13_m23_m33 = float4(position, 1.0);
unity_ObjectToWorld._m00_m11_m22 = _Step;
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
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CGPROGRAM
#pragma surface ConfigureSurface Standard fullforwardshadows addshadow
#pragma instancing_options assumeuniformscaling procedural:ConfigureProcedural
#pragma editor_sync_compilation
#pragma target 4.5
#include "Point GPU.hlsl"
struct Input
{
float3 worldPos;
};
float _Smoothness;
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
{
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ENDCG
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float3 worldPos;
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float _Smoothness;
void ConfigureSurface(Input input, inout SurfaceOutputStandard surface)
{
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ENDCG
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using System;
using UnityEngine;
public class Clock : MonoBehaviour
{
const float hoursToDegrees = -30.0f;
const float minutesToDegrees = -6.0f;
const float secondsToDegrees = -6.0f;
[SerializeField]
Transform hoursPivot = default;
[SerializeField]
Transform minutesPivot = default;
[SerializeField]
Transform secondsPivot = default;
private void Update()
{
var time = DateTime.Now.TimeOfDay;
hoursPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, hoursToDegrees * (float)time.TotalHours);
minutesPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, minutesToDegrees * (float)time.TotalMinutes);
secondsPivot.localRotation = Quaternion.Euler(0.0f, 0.0f, secondsToDegrees * (float)time.TotalSeconds);
}
}

View File

@ -1,5 +1,5 @@
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guid: ceca32c6a61dd704da370c9b1dc1673a
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,66 +0,0 @@
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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@ -1,11 +0,0 @@
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userData:
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@ -1,155 +0,0 @@
#pragma kernel WaveKernel
#pragma kernel WaveToMultiWaveKernel
#pragma kernel WaveToRippleKernel
#pragma kernel WaveToSphereKernel
#pragma kernel WaveToTorusKernel
#pragma kernel MultiWaveToWaveKernel
#pragma kernel MultiWaveKernel
#pragma kernel MultiWaveToRippleKernel
#pragma kernel MultiWaveToSphereKernel
#pragma kernel MultiWaveToTorusKernel
#pragma kernel RippleToWaveKernel
#pragma kernel RippleToMultiWaveKernel
#pragma kernel RippleKernel
#pragma kernel RippleToSphereKernel
#pragma kernel RippleToTorusKernel
#pragma kernel SphereToWaveKernel
#pragma kernel SphereToMultiWaveKernel
#pragma kernel SphereToRippleKernel
#pragma kernel SphereKernel
#pragma kernel SphereToTorusKernel
#pragma kernel TorusToWaveKernel
#pragma kernel TorusToMultiWaveKernel
#pragma kernel TorusToRippleKernel
#pragma kernel TorusToSphereKernel
#pragma kernel TorusKernel
RWStructuredBuffer<float3> _Positions;
uint _Resolution;
float _Step;
float _Time;
float _TransitionProgress;
float2 GetUV(uint3 id)
{
return (id.xy + 0.5) * _Step - 1.0;
}
void SetPositions(uint3 id, float3 positions)
{
if (id.x < _Resolution && id.y < _Resolution)
{
_Positions[id.x + id.y * _Resolution] = positions;
}
}
#define PI 3.14159265358979323846
float3 Wave(float u, float v, float t)
{
float3 p;
p.x = u;
p.y = sin(PI * (u + v + t));
p.z = v;
return p;
}
float3 MultiWave(float u, float v, float t)
{
float3 p;
p.x = u;
p.y = sin(PI * (u + 0.5 * t));
p.y += 0.5 * sin(2.0 * PI * (v + t));
p.y += sin(PI * (u + v + 0.25 * t));
p.y *= 1.0 / 2.5;
p.z = v;
return p;
}
float3 Ripple(float u, float v, float t)
{
float d = sqrt(u * u + v * v);
float3 p;
p.x = u;
p.y = sin(PI * (4.0 * d - t));
p.y /= 1.0 + 10.0 * d;
p.z = v;
return p;
}
float3 Sphere(float u, float v, float t)
{
float r = 0.9 + 0.1 * sin(PI * (6.0 * u + 4.0 * v + t));
float s = r * cos(0.5 * PI * v);
float3 p;
p.x = s * sin(PI * u);
p.y = r * sin(0.5 * PI * v);
p.z = s * cos(PI * u);
return p;
}
float3 Torus(float u, float v, float t)
{
float r1 = 0.7 + 0.1 * sin(PI * (6.0 * u + 0.5 * t));
float r2 = 0.15 + 0.05 * sin(PI * (8.0 * u + 4.0 * v + 2.0 * t));
float s = r1 + r2 * cos(PI * v);
float3 p;
p.x = s * sin(PI * u);
p.y = r2 * sin(PI * v);
p.z = s * cos(PI * u);
return p;
}
#define KERNEL_FUNCTION(function) \
[numthreads(8, 8, 1)] \
void function##Kernel(uint3 id : SV_DISPATCHTHREADID) \
{ \
float2 uv = GetUV(id); \
SetPositions(id, function(uv.x, uv.y, _Time)); \
}
KERNEL_FUNCTION(Wave)
KERNEL_FUNCTION(MultiWave)
KERNEL_FUNCTION(Ripple)
KERNEL_FUNCTION(Sphere)
KERNEL_FUNCTION(Torus)
#define KERNEL_MOPH_FUNCTION(functionA, functionB) \
[numthreads(8, 8, 1)] \
void functionA##To##functionB##Kernel(uint3 id : SV_DISPATCHTHREADID) \
{ \
float2 uv = GetUV(id); \
float3 position = lerp(functionA(uv.x, uv.y, _Time), functionB(uv.x, uv.y, _Time), _TransitionProgress); \
SetPositions(id, position); \
}
KERNEL_MOPH_FUNCTION(Wave, MultiWave)
KERNEL_MOPH_FUNCTION(Wave, Ripple)
KERNEL_MOPH_FUNCTION(Wave, Sphere)
KERNEL_MOPH_FUNCTION(Wave, Torus)
KERNEL_MOPH_FUNCTION(MultiWave, Wave)
KERNEL_MOPH_FUNCTION(MultiWave, Ripple)
KERNEL_MOPH_FUNCTION(MultiWave, Sphere)
KERNEL_MOPH_FUNCTION(MultiWave, Torus)
KERNEL_MOPH_FUNCTION(Ripple, Wave)
KERNEL_MOPH_FUNCTION(Ripple, MultiWave)
KERNEL_MOPH_FUNCTION(Ripple, Sphere)
KERNEL_MOPH_FUNCTION(Ripple, Torus)
KERNEL_MOPH_FUNCTION(Sphere, Wave)
KERNEL_MOPH_FUNCTION(Sphere, MultiWave)
KERNEL_MOPH_FUNCTION(Sphere, Ripple)
KERNEL_MOPH_FUNCTION(Sphere, Torus)
KERNEL_MOPH_FUNCTION(Torus, Wave)
KERNEL_MOPH_FUNCTION(Torus, MultiWave)
KERNEL_MOPH_FUNCTION(Torus, Ripple)
KERNEL_MOPH_FUNCTION(Torus, Sphere)

View File

@ -1,8 +0,0 @@
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View File

@ -1,94 +0,0 @@
using UnityEngine;
using static UnityEngine.Mathf;
public static class FunctionLibrary
{
public delegate Vector3 Function(float u, float v, float t);
public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
public static int functionCount => functions.Length;
public static Function GetFunction(FunctionName name)
{
return functions[(int)name];
}
public static FunctionName GetNextFunctionName(FunctionName name)
{
return (int)name < functions.Length - 1 ? name + 1 : 0;
}
public static FunctionName GetRandomFunctionName()
{
return (FunctionName)Random.Range(0, functions.Length);
}
public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
{
var choice = (FunctionName)Random.Range(1, functions.Length);
return choice == name ? 0 : choice;
}
public static Vector3 Wave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + v + t));
p.z = v;
return p;
}
public static Vector3 MultiWave(float u, float v, float t)
{
Vector3 p;
p.x = u;
p.y = Sin(PI * (u + 0.5f * t));
p.y += 0.5f * Sin(2f * PI * (v + t));
p.y += Sin(PI * (u + v + 0.25f * t));
p.y *= 1f / 2.5f;
p.z = v;
return p;
}
public static Vector3 Ripple(float u, float v, float t)
{
var d = Sqrt(u * u + v * v);
Vector3 p;
p.x = u;
p.y = Sin(PI * (4f * d - t));
p.y /= 1f + 10f * d;
p.z = v;
return p;
}
public static Vector3 Sphere(float u, float v, float t)
{
float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
float s = r * Cos(0.5f * PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r * Sin(0.5f * PI * v);
p.z = s * Cos(PI * u);
return p;
}
public static Vector3 Torus(float u, float v, float t)
{
float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
float s = r1 + r2 * Cos(PI * v);
Vector3 p;
p.x = s * Sin(PI * u);
p.y = r2 * Sin(PI * v);
p.z = s * Cos(PI * u);
return p;
}
public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
{
return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -1,110 +0,0 @@
using UnityEngine;
public class GPUGraph : MonoBehaviour
{
[SerializeField]
ComputeShader computeShader = default;
[SerializeField]
Material material = default;
[SerializeField]
Mesh mesh = default;
const int maxResolution = 1000;
[SerializeField, Range(10, maxResolution)]
int resolution = 10;
[SerializeField]
FunctionLibrary.FunctionName function = default;
public enum TransitionMode { Normal, Cycle, Random }
[SerializeField]
TransitionMode transitionMode = TransitionMode.Normal;
[SerializeField, Min(0.0f)]
float functionDuration = 1.0f;
[SerializeField, Min(0.0f)]
float transitionDuration = 1.0f;
float duration = 0.0f;
bool transitioning;
FunctionLibrary.FunctionName transitionFunction;
ComputeBuffer positionsBuffer;
static readonly int positionsId = Shader.PropertyToID("_Positions");
static readonly int resolutionId = Shader.PropertyToID("_Resolution");
static readonly int stepId = Shader.PropertyToID("_Step");
static readonly int timeId = Shader.PropertyToID("_Time");
static readonly int transitionProgressId = Shader.PropertyToID("_TransitionProgress");
private void OnEnable()
{
positionsBuffer = new ComputeBuffer(maxResolution * maxResolution, 3 * 4);
}
private void OnDisable()
{
positionsBuffer.Release();
positionsBuffer = null;
}
private void Update()
{
duration += Time.deltaTime;
if (transitioning)
{
if (duration >= transitionDuration)
{
duration -= transitionDuration;
transitioning = false;
}
}
else if (duration >= functionDuration)
{
duration -= functionDuration;
transitioning = true;
transitionFunction = function;
PickNextFunction();
}
UpdateFunctionOnGPU();
}
private void PickNextFunction()
{
if (transitionMode == TransitionMode.Normal) return;
function = transitionMode == TransitionMode.Cycle ?
FunctionLibrary.GetNextFunctionName(function) :
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
}
private void UpdateFunctionOnGPU()
{
var step = 2f / resolution;
computeShader.SetInt(resolutionId, resolution);
computeShader.SetFloat(stepId, step);
computeShader.SetFloat(timeId, Time.time);
if (transitioning)
{
computeShader.SetFloat(transitionProgressId, Mathf.SmoothStep(0f, 1f, duration / transitionDuration));
}
var kernelIndex = (int)function +
(int)(transitioning ? transitionFunction : function) * FunctionLibrary.functionCount;
computeShader.SetBuffer(kernelIndex, positionsId, positionsBuffer);
var groups = Mathf.CeilToInt(resolution / 8f);
computeShader.Dispatch(kernelIndex, groups, groups, 1);
material.SetBuffer(positionsId, positionsBuffer);
material.SetFloat(stepId, step);
var bounds = new Bounds(Vector3.zero, Vector3.one * (2f + 2f / resolution));
Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, resolution * resolution);
}
}

View File

@ -1,123 +0,0 @@
using UnityEngine;
public class Graph : MonoBehaviour
{
[SerializeField]
Transform pointPrefab = default;
[SerializeField, Range(10, 200)]
int resolution = 10;
[SerializeField]
FunctionLibrary.FunctionName function = default;
public enum TransitionMode { Normal, Cycle, Random }
[SerializeField]
TransitionMode transitionMode = TransitionMode.Normal;
[SerializeField, Min(0.0f)]
float functionDuration = 1.0f;
[SerializeField, Min(0.0f)]
float transitionDuration = 1.0f;
Transform[] points;
float duration = 0.0f;
bool transitioning;
FunctionLibrary.FunctionName transitionFunction;
private void Awake()
{
var step = 2f / resolution;
var scale = Vector3.one * step;
points = new Transform[resolution * resolution];
for (int i = 0; i < points.Length; i++)
{
Transform point = Instantiate(pointPrefab);
point.localScale = scale;
point.SetParent(transform, false);
points[i] = point;
}
}
private void Update()
{
duration += Time.deltaTime;
if (transitioning)
{
if (duration >= transitionDuration)
{
duration -= transitionDuration;
transitioning = false;
}
}
else if (duration >= functionDuration)
{
duration -= functionDuration;
transitioning = true;
transitionFunction = function;
PickNextFunction();
}
if (transitioning)
{
UpdateFunctionTransition();
}
else
{
UpdateFunction();
}
}
private void PickNextFunction()
{
if (transitionMode == TransitionMode.Normal) return;
function = transitionMode == TransitionMode.Cycle ?
FunctionLibrary.GetNextFunctionName(function) :
FunctionLibrary.GetRandomFunctionNameOtherThan(function);
}
private void UpdateFunction()
{
FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
var time = Time.time;
var step = 2.0f / resolution;
var v = 0.5f * step - 1f;
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
{
if (x == resolution)
{
x = 0;
z += 1;
v = (z + 0.5f) * step - 1f;
}
float u = (x + 0.5f) * step - 1f;
points[i].localPosition = f(u, v, time);
}
}
private void UpdateFunctionTransition()
{
FunctionLibrary.Function
from = FunctionLibrary.GetFunction(transitionFunction),
to = FunctionLibrary.GetFunction(function);
float progress = duration / transitionDuration;
float time = Time.time;
float step = 2f / resolution;
float v = 0.5f * step - 1f;
for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
{
if (x == resolution)
{
x = 0;
z += 1;
v = (z + 0.5f) * step - 1f;
}
float u = (x + 0.5f) * step - 1f;
points[i].localPosition = FunctionLibrary.Morph(u, v, time, from, to, progress);
}
}
}

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@ -1,93 +0,0 @@
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.
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,
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.

View File

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@ -1,93 +0,0 @@
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,
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.

View File

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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,
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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