stuff
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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
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#include "common.h"
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#include "common_blending.h"
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varying vec2 v_TexCoordKernel[9];
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform float g_BlendAlpha; // {"material":"alpha","label":"ui_editor_properties_alpha","default":1,"range":[0.01,1]}
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uniform float g_BlendBrightness; // {"material":"brightness","label":"ui_editor_properties_brightness","default":1,"range":[0,2]}
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uniform vec3 g_OutlineColor1; // {"material":"outlinecolor","label":"ui_editor_properties_outline_color","default":"0 0 0","type":"color"}
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uniform vec3 g_OutlineColor2; // {"material":"outlinecolorbg","label":"ui_editor_properties_outline_background","default":"1 1 1","type":"color"}
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uniform float g_DetectionThreshold; // {"material":"detectthreshold","label":"ui_editor_properties_detection_threshold","default":0.5,"range":[0,5]}
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uniform float g_DetectionMultiply; // {"material":"detectmultiply","label":"ui_editor_properties_detection_multiply","default":1,"range":[0,5]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoordKernel[4]);
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vec3 sample00 = texSample2D(g_Texture0, v_TexCoordKernel[0]).rgb;
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vec3 sample10 = texSample2D(g_Texture0, v_TexCoordKernel[1]).rgb;
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vec3 sample20 = texSample2D(g_Texture0, v_TexCoordKernel[2]).rgb;
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vec3 sample01 = texSample2D(g_Texture0, v_TexCoordKernel[3]).rgb;
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vec3 sample21 = texSample2D(g_Texture0, v_TexCoordKernel[5]).rgb;
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vec3 sample02 = texSample2D(g_Texture0, v_TexCoordKernel[6]).rgb;
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vec3 sample12 = texSample2D(g_Texture0, v_TexCoordKernel[7]).rgb;
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vec3 sample22 = texSample2D(g_Texture0, v_TexCoordKernel[8]).rgb;
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vec3 gx = sample20 - sample00 + (sample21 - sample01) * 2 + sample22 - sample02;
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vec3 gy = sample00 - sample02 + (sample10 - sample12) * 2 + sample20 - sample22;
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float g = abs(greyscale(gx)) + abs(greyscale(gy));
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vec3 combinedColor = mix(g_OutlineColor2, g_OutlineColor1,
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min(1.0, max(0.0, g - g_DetectionThreshold) * g_DetectionMultiply)) * g_BlendBrightness;
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gl_FragColor.a = albedo.a;
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gl_FragColor.rgb = ApplyBlending(BLENDMODE, albedo.rgb, combinedColor, g_BlendAlpha);
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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uniform float g_DetectionSize; // {"material":"size","label":"ui_editor_properties_detection_size","default":1,"range":[0,5]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoordKernel[9];
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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vec2 texelSize = vec2(1.0 / g_Texture0Resolution.z, 1.0 / g_Texture0Resolution.w) * g_DetectionSize;
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v_TexCoordKernel[0] = a_TexCoord - texelSize;
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v_TexCoordKernel[1] = a_TexCoord - vec2(0.0, texelSize.y);
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v_TexCoordKernel[2] = a_TexCoord + vec2(texelSize.x, -texelSize.y);
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v_TexCoordKernel[3] = a_TexCoord - vec2(texelSize.x, 0.0);
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v_TexCoordKernel[4] = a_TexCoord;
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v_TexCoordKernel[5] = a_TexCoord + vec2(texelSize.x, 0.0);
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v_TexCoordKernel[6] = a_TexCoord + vec2(-texelSize.x, texelSize.y);
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v_TexCoordKernel[7] = a_TexCoord + vec2(0.0, texelSize.y);
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v_TexCoordKernel[8] = a_TexCoord + texelSize;
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}
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