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// [COMBO] {"material":"ui_editor_properties_chroma","combo":"VARIATION","type":"options","default":0,"options":{"ui_editor_properties_chroma_red_blue":0,"ui_editor_properties_chroma_yellow_purple":1,"ui_editor_properties_chroma_magenta_green":2}}
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// [COMBO] {"material":"ui_editor_properties_mode","combo":"MODE","type":"options","default":0,"options":{"ui_editor_properties_expansion":0,"ui_editor_properties_directional":1,"ui_editor_properties_radial":2,"ui_editor_properties_barrel":3}}
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#include "common.h"
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float u_Direction; // {"material":"ui_editor_properties_direction","default":1.57079632679,"direction":true,"conversion":"rad2deg"}
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uniform float u_Strength; // {"material":"ui_editor_properties_strength","default":1,"range":[0,2]}
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uniform float u_CenterFalloff; // {"material":"ui_editor_properties_center_falloff","default":1,"range":[0,1]}
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uniform vec2 u_Center; // {"material":"ui_editor_properties_center","position":true,"default":"0.5 0.5"}
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varying vec4 v_TexCoord;
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#if MODE == 3
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vec2 BC(vec2 coords, in float amt)
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{
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coords = coords * CAST2(2.0) - CAST2(1.0);
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float v = coords.x * coords.x + coords.y * coords.y;
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coords *= CAST2(1.0) + amt * v;
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coords = coords * CAST2(0.5) + CAST2(0.5);
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return coords;
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}
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#endif
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void main() {
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vec2 delta = v_TexCoord.xy - u_Center;
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#if MODE == 0
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float falloff = mix(0.5 / (length(delta) + 0.0001), 1.0, u_CenterFalloff);
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delta *= u_Strength * 0.01 * falloff;
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vec2 coords0 = v_TexCoord.xy + delta;
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vec2 coords1 = v_TexCoord.xy - delta;
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#endif
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#if MODE == 1
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vec2 direction = vec2(-sin(u_Direction), cos(u_Direction));
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float falloff = mix(1.0, abs(dot(direction, delta)) * 2.0, u_CenterFalloff);
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direction *= u_Strength * 0.01 * falloff;
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vec2 coords0 = v_TexCoord.xy + direction;
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vec2 coords1 = v_TexCoord.xy - direction;
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#endif
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#if MODE == 2
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float falloff = mix(0.5 / (length(delta) + 0.0001), 1.0, u_CenterFalloff);
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float amt = u_Strength * 0.01 * falloff;
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vec2 coords0 = u_Center + rotateVec2(delta, amt);
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vec2 coords1 = u_Center + rotateVec2(delta, -amt);
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#endif
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#if MODE == 3
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vec2 refCoords = v_TexCoord.xy;
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refCoords -= CAST2(0.5);
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refCoords *= CAST2(1.0 - u_Strength * 0.0125);
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refCoords += CAST2(0.5);
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vec2 coords0 = BC(refCoords, u_Strength * 0.05);
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vec2 coords1 = BC(refCoords, u_Strength * -0.02);
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#endif
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vec4 sc = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 s0 = texSample2D(g_Texture0, coords0);
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vec4 s1 = texSample2D(g_Texture0, coords1);
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vec4 albedo = sc;
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#if VARIATION == 0
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albedo.r = s0.r;
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albedo.b = s1.b;
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#endif
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#if VARIATION == 1
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albedo.g = s1.g;
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albedo.b = s0.b;
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#endif
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#if VARIATION == 2
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albedo.g = s0.g;
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albedo.r = s1.r;
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#endif
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#if MASK
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo = mix(sc, albedo, mask);
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#endif
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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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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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord = a_TexCoord.xyxy;
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#if MASK
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#endif
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}
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