stuff
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// [COMBO] {"material":"ui_editor_properties_blur_alpha","combo":"BLURALPHA","type":"options","default":1}
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#include "common_blur.h"
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"hidden":true}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1","require":{"ENABLEMASK":1}}
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#if MASK
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varying vec2 v_TexCoordMask;
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#endif
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void main() {
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#if KERNEL == 0
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vec4 albedo = blur13a(v_TexCoord.xy, v_TexCoord.zw);
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#endif
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#if KERNEL == 1
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vec4 albedo = blur7a(v_TexCoord.xy, v_TexCoord.zw);
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#endif
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#if KERNEL == 2
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vec4 albedo = blur3a(v_TexCoord.xy, v_TexCoord.zw);
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#endif
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#if MASK || BLURALPHA == 0
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vec4 prev = texSample2D(g_Texture1, v_TexCoord.xy);
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#endif
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#if MASK
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albedo = mix(prev, albedo, texSample2D(g_Texture2, v_TexCoordMask.xy).r);
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#endif
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#if BLURALPHA == 0
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albedo.a = prev.a;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,40 @@
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// [COMBO] {"material":"ui_editor_properties_kernel_size","combo":"KERNEL","type":"options","default":0,"options":{"13x13":0,"7x7":1,"3x3":2}}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec2 g_Scale; // {"material":"scale","label":"ui_editor_properties_scale","default":"1 1","linked":true,"range":[0.01, 2.0]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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uniform vec4 g_Texture0Resolution;
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#if MASK
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uniform vec4 g_Texture2Resolution;
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varying vec2 v_TexCoordMask;
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#endif
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void main() {
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#if VERTICAL
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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#else
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gl_Position = vec4(a_Position, 1.0);
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#endif
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v_TexCoord.xy = a_TexCoord;
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#if VERTICAL
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v_TexCoord.z = 0;
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v_TexCoord.w = g_Scale.y / g_Texture0Resolution.w;
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#else
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v_TexCoord.z = g_Scale.x / g_Texture0Resolution.z;
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v_TexCoord.w = 0;
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#endif
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#if MASK
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v_TexCoordMask.xy = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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