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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{
"version" : 2,
"replacementkey" : "foliagesway",
"name" : "ui_editor_effect_foliage_sway_title",
"description" : "ui_editor_effect_foliage_sway_description",
"group" : "animate",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/foliagesway.json"
}
],
"dependencies" :
[
"materials/effects/foliagesway.json",
"shaders/effects/foliagesway.frag",
"shaders/effects/foliagesway.vert"
]
}

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{
"passes": [{
"shader": "effects/foliagesway",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"name" : "Foliage Sway",
"description" : "Sways the object in each corner of the image.",
"group" : "geometry",
//"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/foliagesway.json"
}
],
"dependencies" :
[
"materials/effects/foliagesway.json",
"shaders/effects/foliagesway.frag",
"shaders/effects/foliagesway.vert"
]
}

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{
"passes": [{
"shader": "effects/foliagesway",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"passes" :
[
{
"blending" : "translucent",
"cullmode" : "nocull",
"depthtest" : "disabled",
"depthwrite" : "disabled",
"shader" : "genericimage2",
"textures" : [ "plant1" ]
}
]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nonpoweroftwo" : true
}

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{
"passes" :
[
{
"blending" : "translucent",
"cullmode" : "nocull",
"depthtest" : "disabled",
"depthwrite" : "disabled",
"shader" : "genericimage2",
"textures" : [ "vegetation_grass_card_03" ]
}
]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nonpoweroftwo" : true
}

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{
"autosize" : true,
"material" : "materials/effectpreview.json"
}

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{
"autosize" : true,
"material" : "materials/plant1.json"
}

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{
"autosize" : true,
"material" : "materials/vegetation_grass_card_03.json"
}

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{
"file" : "scene.json",
"general" :
{
"properties" :
{
"schemecolor" :
{
"order" : 0,
"text" : "ui_browse_properties_scheme_color",
"type" : "color",
"value" : "0 0 0"
}
}
},
"title" : "preview",
"type" : "scene"
}

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{
"camera" :
{
"center" : "0.000 0.000 -1.000",
"eye" : "0.000 0.000 0.000",
"up" : "0.000 1.000 0.000"
},
"general" :
{
"ambientcolor" : "0.3 0.3 0.3",
"bloom" : false,
"bloomstrength" : 2,
"bloomthreshold" : 0.64999997615814209,
"cameraparallax" : false,
"cameraparallaxamount" : 0.5,
"cameraparallaxdelay" : 0.10000000149011612,
"cameraparallaxmouseinfluence" : 0,
"camerapreview" : true,
"camerashake" : false,
"camerashakeamplitude" : 0.5,
"camerashakeroughness" : 1,
"camerashakespeed" : 3,
"clearcolor" : "0.7 0.7 0.7",
"orthogonalprojection" :
{
"height" : 256,
"width" : 256
},
"skylightcolor" : "0.3 0.3 0.3"
},
"objects" :
[
{
"angles" : "0.000 0.000 0.158",
"depth" : 1,
"effects" :
[
{
"file" : "effects/foliagesway/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Power" : 0.75,
"Speed" : 3.2100000381469727,
"Strength" : 93.339996337890625
}
}
]
}
],
"id" : 35,
"image" : "models/plant1.json",
"name" : "",
"origin" : "90.869 109.808 0.000",
"scale" : "0.311 0.311 1.000"
},
{
"angles" : "0.000 0.000 -0.112",
"depth" : -1.8400000333786011,
"effects" :
[
{
"file" : "effects/foliagesway/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Phase" : 3.0999999046325684,
"Power" : 0.82999998331069946,
"Speed" : 3.869999885559082,
"Strength" : 66.680000305175781
}
}
]
}
],
"id" : 43,
"image" : "models/plant1.json",
"name" : "",
"origin" : "187.171 96.043 0.000",
"scale" : "-0.187 0.272 1.000"
},
{
"angles" : "0.000 0.000 0.000",
"depth" : 1,
"effects" :
[
{
"file" : "effects/foliagesway/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Phase" : 3.5199999809265137,
"Power" : 0.82999998331069946,
"Speed" : 2.809999942779541,
"Strength" : 33.340000152587891
}
}
]
}
],
"id" : 56,
"image" : "models/vegetation_grass_card_03.json",
"name" : "",
"origin" : "112.015 17.422 0.000",
"scale" : "1.000 1.000 1.000"
}
]
}

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varying vec2 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
void main() {
gl_FragColor = texSample2D(g_Texture0, v_TexCoord);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform float g_Speed; // {"material":"Speed","default":1,"range":[0.01, 10]}
uniform float g_Strength; // {"material":"Strength","default":100,"range":[0.01, 500]}
uniform float g_Phase; // {"material":"Phase","default":0,"range":[0, 6.28]}
uniform float g_Power; // {"material":"Power","default":1,"range":[0.01, 2]}
uniform vec2 g_DirectionWeights; // {"material":"Direction weights","default":"1 0.2"}
uniform vec4 g_CornerWeights; // {"material":"Corner weights","default":"1 1 0 0"}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
void main() {
vec3 position = a_Position;
vec4 sines = g_Phase + g_Speed * g_Time * vec4(1, -0.16161616, 0.0083333, -0.00019841);
sines = sin(sines);
vec4 csines = 0.4 + g_Phase + g_Speed * g_Time * vec4(-0.5, 0.041666666, -0.0013888889, 0.000024801587);
csines = sin(csines);
sines = pow(abs(sines), g_Power) * sign(sines);
csines = pow(abs(csines), g_Power) * sign(csines);
float weight = saturate(g_CornerWeights.x * (1.0 - a_TexCoord.x) * (1.0 - a_TexCoord.y) +
g_CornerWeights.y * (a_TexCoord.x) * (1.0 - a_TexCoord.y) +
g_CornerWeights.z * (a_TexCoord.x) * (a_TexCoord.y) +
g_CornerWeights.w * (1.0 - a_TexCoord.x) * (a_TexCoord.y));
position.x += dot(sines, CAST4(1.0)) * g_Strength * weight * g_DirectionWeights.x;
position.y += dot(csines, CAST4(1.0)) * g_Strength * weight * g_DirectionWeights.y;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
}

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{
"name": "FX Preview",
"type": "scene2d"
}

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// [COMBO] {"material":"ui_editor_properties_mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform sampler2D g_Texture0; // {"hidden":true}
#if MODE == 0
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_noise","default":"util/noise"}
varying vec4 v_TexCoordNoise;
varying vec3 v_Params;
#endif
uniform float g_Speed; // {"material":"speeduv","label":"ui_editor_properties_speed","default":5,"range":[0.01, 20]}
uniform float g_Power; // {"material":"power","label":"ui_editor_properties_power","default":1,"range":[0.01, 2]}
uniform float g_Phase; // {"material":"phase","label":"ui_editor_properties_phase","default":0.5,"range":[0, 2]}
uniform float g_Time;
varying vec4 v_TexCoord;
void main() {
#if !MODE
vec3 noise = texSample2D(g_Texture2, v_TexCoordNoise.xy).rgb;
float amp = v_Params.z; //g_Strength * 0.01;
#if MASK
amp *= texSample2D(g_Texture1, v_TexCoord.zw).r;
#endif
float phase = (noise.g * M_PI * 2 + v_Params.x * 10 + v_Params.y * 5) * g_Phase;
vec4 sines = phase + g_Speed * g_Time * vec4(1, -0.16161616, 0.0083333, -0.00019841);
sines = sin(sines);
vec4 csines = 0.4 + phase + g_Speed * g_Time * vec4(-0.5, 0.041666666, -0.0013888889, 0.000024801587);
csines = sin(csines);
sines = pow(abs(sines), CAST4(g_Power)) * sign(sines);
csines = pow(abs(csines), CAST4(g_Power)) * sign(csines);
vec2 texCoordOffset;
texCoordOffset.x = v_TexCoordNoise.z * dot(sines, CAST4(amp));
texCoordOffset.y = v_TexCoordNoise.w * dot(csines, CAST4(amp));
gl_FragColor = texSample2D(g_Texture0, texCoordOffset + v_TexCoord.xy);
#else
gl_FragColor = texSample2D(g_Texture0, v_TexCoord.xy);
#endif
}

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#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.01, 10]}
uniform float g_Strength; // {"material":"strength","label":"ui_editor_properties_strength","default":0.4,"range":[0.01, 1]}
uniform float g_Phase; // {"material":"phase","label":"ui_editor_properties_phase","default":0,"range":[0, 6.28]}
uniform float g_Power; // {"material":"power","label":"ui_editor_properties_power","default":1,"range":[0.01, 2]}
uniform vec2 g_DirectionWeights; // {"material":"directionweights","label":"ui_editor_properties_direction_weights","default":"1 0.2"}
uniform vec4 g_CornerWeights; // {"material":"cornerweights","label":"ui_editor_properties_corner_weights","default":"1 1 0 0"}
uniform vec2 g_Bounds; // {"material":"bounds","label":"ui_editor_properties_bounds","default":"0 1"}
uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":0.05,"range":[0.0, 1.0]}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":0.3,"range":[0.01,10]}
uniform float g_Direction; // {"material":"scrolldirection","label":"ui_editor_properties_direction","default":0,"range":[0,6.28],"direction":true}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
#if MODE == 0
varying vec4 v_TexCoordNoise;
varying vec3 v_Params;
uniform vec4 g_Texture0Resolution;
#endif
varying vec4 v_TexCoord;
#if MASK == 1
uniform vec4 g_Texture1Resolution;
#endif
void main() {
v_TexCoord.zw = CAST2(0.0);
#if MODE == 0
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
#if MASK == 1
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#endif
float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w * g_Ratio;
v_TexCoordNoise.zw = rotateVec2(vec2(1.0 / aspect, aspect), g_Direction);
v_TexCoordNoise.xy = a_TexCoord.xy * g_NoiseScale; // rotateVec2(vec2(a_TexCoord.x, -a_TexCoord.y), g_Direction);
//v_TexCoordNoise = vec2(v_TexCoordNoise.x * aspect * g_Ratio, v_TexCoordNoise.y) * g_NoiseScale;
v_Params.xy = rotateVec2(a_TexCoord.xy, g_Direction);
v_Params.z = g_Strength * g_Strength * 0.005;
#else
vec3 position = a_Position;
vec4 sines = g_Phase + g_Speed * g_Time * vec4(1, -0.16161616, 0.0083333, -0.00019841);
sines = sin(sines);
vec4 csines = 0.4 + g_Phase + g_Speed * g_Time * vec4(-0.5, 0.041666666, -0.0013888889, 0.000024801587);
csines = sin(csines);
sines = pow(abs(sines), CAST4(g_Power)) * sign(sines);
csines = pow(abs(csines), CAST4(g_Power)) * sign(csines);
float weight = saturate(g_CornerWeights.x * (1.0 - a_TexCoord.x) * (1.0 - a_TexCoord.y) +
g_CornerWeights.y * (a_TexCoord.x) * (1.0 - a_TexCoord.y) +
g_CornerWeights.z * (a_TexCoord.x) * (a_TexCoord.y) +
g_CornerWeights.w * (1.0 - a_TexCoord.x) * (a_TexCoord.y));
position.x += dot(sines, CAST4(1.0)) * g_Strength * 100.0 * weight * g_DirectionWeights.x;
position.y += dot(csines, CAST4(1.0)) * g_Strength * 100.0 * weight * g_DirectionWeights.y;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
#endif
v_TexCoord.xy = a_TexCoord;
}