This commit is contained in:
2025-02-07 17:04:43 -06:00
parent 33fd7ddf72
commit 8eec81c7f4
2249 changed files with 75331 additions and 685 deletions

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// [COMBO] {"material":"ui_editor_properties_quality","combo":"QUALITY","type":"options","default":1,"options":{"ui_editor_properties_basic":0,"ui_editor_properties_occlusion_performance":1,"ui_editor_properties_occlusion_quality":2}}
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_depth_map","mode":"depth","format":"r8","default":"util/black","paintdefaultcolor":"0 0 0 1"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform vec2 g_Scale; // {"material":"scale","label":"ui_editor_properties_depth","default":"1 1","linked":true,"range":[0.01, 2.0]}
uniform float g_Sensitivity; // {"material":"sens","label":"ui_editor_properties_perspective","default":1,"range":[-5.0, 5.0]}
uniform float g_Center; // {"material":"center","label":"ui_editor_properties_center","default":0.3,"range":[0.0, 1.0]}
//uniform mat4 g_EffectModelViewProjectionMatrixInverse;
//uniform mat4 g_EffectTextureProjectionMatrixInverse;
//uniform mat4 g_EffectTextureProjectionMatrix;
varying vec4 v_TexCoord;
varying vec2 v_ParallaxOffset;
#if MASK
varying vec2 v_TexCoordMask;
#endif
#if QUALITY != 0
vec2 ParallaxMapping(vec2 texCoords, vec2 viewDir)
{
#if QUALITY == 1
float numLayers = 24;
#endif
#if QUALITY == 2
float numLayers = 64;
#endif
float layerDepth = 1.0 / numLayers;
float currentLayerDepth = 1.0;
vec2 P = viewDir.xy * g_Scale * 0.1;
vec2 deltaTexCoords = P / numLayers;
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texSample2D(g_Texture1, currentTexCoords).r;
for (float i=0.0; currentLayerDepth > currentDepthMapValue && i<numLayers; i++)
{
currentTexCoords -= deltaTexCoords;
currentDepthMapValue = texSample2D(g_Texture1, currentTexCoords).r;
currentLayerDepth -= layerDepth;
}
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texSample2D(g_Texture1, prevTexCoords).r - currentLayerDepth - layerDepth;
float weight = afterDepth / (afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
}
#endif
void main() {
float depth = texSample2D(g_Texture1, v_TexCoord.zw).r;
float mask = 1.0;
#if MASK
mask *= texSample2D(g_Texture2, v_TexCoordMask.xy).r;
#endif
#if QUALITY == 0
vec2 pointer = vec2(v_TexCoord.z, 1.0 - v_TexCoord.w);
pointer = (pointer - v_ParallaxOffset) * vec2(2.0, -2.0) * g_Scale * -0.04;
vec2 offset = (depth * 2.0 - 1.0) * pointer * mask;
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy + offset);
#else
float ctrlSign = step(0.0, g_Sensitivity);
float negPerspective = -g_Sensitivity;
float ctrlPerspOrtho = saturate(g_Sensitivity) + step(0.0001, negPerspective);
vec2 prlx = mix(v_ParallaxOffset, CAST2(1.0) - v_ParallaxOffset, ctrlSign);
vec2 coords = mix(v_TexCoord.xy, (v_TexCoord.xy - CAST2(0.5)) / (1.0 + g_Sensitivity * 0.2) + CAST2(0.5), ctrlSign);
coords = coords - (prlx * 2 - 1) * g_Center * vec2(-0.05, 0.05) * g_Scale * mix(-1.0, negPerspective, ctrlPerspOrtho);
vec2 pointer = vec2(1.0 - v_TexCoord.z, v_TexCoord.w);
vec2 ctrlDir = (pointer - prlx);
ctrlDir = mix(vec2(1.0 - prlx.x, prlx.y) - CAST2(0.5),
ctrlDir * vec2(-negPerspective, negPerspective),
ctrlPerspOrtho);
vec2 fakeViewdir = ctrlDir;
vec2 newCoords = ParallaxMapping(coords, fakeViewdir * mask);
vec4 albedo = texSample2D(g_Texture0, newCoords);
//albedo.rgb = vec3(v_ParallaxOffset, 0);
#endif
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
uniform vec2 g_ParallaxPosition;
uniform vec3 g_Screen;
uniform mat4 g_EffectTextureProjectionMatrix;
uniform mat4 g_EffectTextureProjectionMatrixInverse;
#if MASK
uniform vec4 g_Texture2Resolution;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec2 v_ParallaxOffset;
#if MASK
varying vec2 v_TexCoordMask;
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord.xy;
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#if MASK
v_TexCoordMask.xy = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
mat3 rot = CAST3X3(g_EffectTextureProjectionMatrixInverse);
vec2 projectedDirX = mul(vec3(1.0, 0.0, 0.0), rot).xy;
vec2 projectedDirY = mul(vec3(0.0, 1.0, 0.0), rot).xy;
projectedDirX = normalize(projectedDirX);
projectedDirY = normalize(projectedDirY);
vec2 prlxInput = g_ParallaxPosition * 2 - 1;
v_ParallaxOffset = projectedDirX * prlxInput.x + projectedDirY * prlxInput.y;
v_ParallaxOffset = v_ParallaxOffset * 0.5 + 0.5;
//v_ParallaxOffset = g_ParallaxPosition;
}