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_blend_mode","combo":"BLENDMODE","type":"imageblending","default":31,"require":{"DIRECTDRAW":0}}
// [COMBO] {"material":"ui_editor_properties_write_alpha","combo":"WRITEALPHA","type":"options","default":0,"require":{"DIRECTDRAW":0}}
// [COMBO] {"material":"ui_editor_properties_direction","combo":"RAYMODE","type":"options","default":0,"options":{"ui_editor_properties_linear":0,"ui_editor_properties_radial":1,"ui_editor_properties_corner":2}}
// [COMBO] {"material":"ui_editor_properties_rendering","combo":"RENDERING","type":"options","default":0,"options":{"ui_editor_properties_color":0,"ui_editor_properties_gradient":1}}
// [COMBO] {"material":"ui_editor_properties_corner","combo":"RAYCORNER","type":"options","default":0,"options":{"ui_editor_properties_top_left":0,"ui_editor_properties_top_right":1,"ui_editor_properties_bottom_left":2,"ui_editor_properties_bottom_right":3},"require":{"RAYMODE":2}}
#include "common_fragment.h"
#include "common_blending.h"
varying vec4 v_TexCoord;
varying vec3 v_TexCoordFx;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_gradient_map","default":"gradient/gradient_iridescent","formatcombo":true,"require":{"RENDERING":1}}
uniform sampler2D g_Texture3; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1","require":{"DIRECTDRAW":0}}
uniform float g_Time;
uniform float g_Speed; // {"material":"rayspeed","label":"ui_editor_properties_speed","default":0.2,"range":[0.1, 1.0],"group":"ui_editor_properties_shape"}
uniform vec2 g_Scale; // {"material":"rayscale","label":"ui_editor_properties_scale","default":"0.5 0.1","linked":true,"range":[0.1, 2.0],"group":"ui_editor_properties_shape","group":"ui_editor_properties_shape"}
uniform float g_Smoothness; // {"material":"raysmoothness","label":"ui_editor_properties_smoothness","default":0.75,"range":[0.1, 1.0],"group":"ui_editor_properties_blending"}
uniform vec2 g_Feather; // {"material":"rayfeather","label":"ui_editor_properties_feather","default":"0.05 0.2","linked":true,"range":[0.0, 0.5],"group":"ui_editor_properties_blending"}
uniform float g_Radius; // {"material":"rayradius","label":"ui_editor_properties_radius","default":0.2,"range":[0.0, 1.0],"group":"ui_editor_properties_shape"}
uniform float g_NoiseScale; // {"material":"noisescale","label":"ui_editor_properties_noise_scale","default":1.0,"range":[0.0, 5.0],"group":"ui_editor_properties_shape"}
uniform float g_NoiseAmount; // {"material":"noiseamount","label":"ui_editor_properties_noise_amount","default":0.33,"range":[0.0, 1.0],"group":"ui_editor_properties_shape"}
uniform float g_Intensity; // {"material":"colorwintensity","label":"ui_editor_properties_intensity","default":1,"range":[0.01, 10.0],"group":"ui_editor_properties_blending"}
uniform float g_Exponent; // {"material":"colorwexponent","label":"ui_editor_properties_exponent","default":1,"range":[0.2, 2.0],"group":"ui_editor_properties_blending"}
uniform vec3 g_ColorRaysStart; // {"material":"colorastart","label":"ui_editor_properties_color_start","default":"1 1 1","type":"color","group":"ui_editor_properties_blending"}
uniform vec3 g_ColorRaysEnd; // {"material":"colorend","label":"ui_editor_properties_color_end","default":"0.5 0.8 1","type":"color","group":"ui_editor_properties_blending"}
uniform float g_StartAngle; // {"material":"rayzstartangle","label":"ui_editor_properties_start_angle","default":0,"range":[0.0, 1.0],"group":"ui_editor_properties_blending"}
uniform float g_EndAngle; // {"material":"rayzzendangle","label":"ui_editor_properties_end_angle","default":1,"range":[0.0, 1.0],"group":"ui_editor_properties_blending"}
void main() {
vec2 fxCoord = v_TexCoordFx.xy / v_TexCoordFx.z;
#if DIRECTDRAW
vec4 albedo = CAST4(0.0);
#else
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
#endif
float mask = step(0.0, v_TexCoordFx.z);
vec2 shapeScale = g_Scale;
#if RAYMODE == 1
vec2 rayCenter = vec2(0.5, 0.5);
vec2 rayDelta = fxCoord - rayCenter;
fxCoord.x = atan2(rayDelta.y, rayDelta.x) / 6.283185 + 0.5;
fxCoord.y = length(rayDelta) * 2.0;
//fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
fxCoord.y = smoothstep(g_Radius, 1.0, fxCoord.y);
fxCoord.y = (fxCoord.y - 0.0001) * 1.00021;
vec2 fxCoordRef = fxCoord;
shapeScale.x *= 4;
mask *= smoothstep(-0.00001 + g_StartAngle, g_StartAngle + g_Feather.x, fxCoord.x);
mask *= smoothstep(g_EndAngle + 0.00001, g_EndAngle - g_Feather.x, fxCoord.x);
//mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
#elif RAYMODE == 2
vec2 rayCenter = vec2(0, 0);
vec2 rayDelta = fxCoord - rayCenter;
#if RAYCORNER == 1
rayDelta.x = 1.0 - rayDelta.x;
#elif RAYCORNER == 2
rayDelta.y = 1.0 - rayDelta.y;
#elif RAYCORNER == 3
rayDelta.y = 1.0 - rayDelta.y;
rayDelta.x = 1.0 - rayDelta.x;
#endif
fxCoord.x = atan2(rayDelta.y, rayDelta.x) / 6.283185 * 4;
fxCoord.y = max(rayDelta.x, rayDelta.y);
//fxCoord.y = length(rayDelta);
fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
fxCoord.y = smoothstep(g_Radius, 1.0, fxCoord.y);
vec2 fxCoordRef = fxCoord;
shapeScale.x *= 4;
mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
#else
//fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
vec2 fxCoordRef = fxCoord;
mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
#endif
float grad = 1.0 - fxCoord.y;
mask *= grad;
vec2 fxCoord2 = fxCoord;
fxCoord.xy *= vec2(0.054111 * shapeScale.x, 0.003111 * shapeScale.y);
fxCoord2.xy *= vec2(0.07333 * shapeScale.x, 0.005967111 * shapeScale.y);
fxCoord.xy += g_Time * g_Speed * vec2(0.003, 0.000375111);
fxCoord2.xy -= g_Time * g_Speed * vec2(0.0047111, 0.0007399);
float fx0 = texSample2D(g_Texture1, fxCoord).r;
float fx1 = texSample2D(g_Texture1, fxCoord2).r;
float fx = fx0 * fx1;
fx = pow(fx, g_Exponent);
fx = smoothstep((1.0 - g_Smoothness) * 0.29999, 0.3 + g_Smoothness * 0.7, fx);
#if RENDERING == 0
vec3 fxColor = mix(g_ColorRaysStart, g_ColorRaysEnd, fxCoordRef.y);
#else
vec2 gradientUVs = vec2(fxCoordRef.y, 0);
#if TEX2FORMAT == FORMAT_R8 || TEX2FORMAT == FORMAT_RG88
vec3 gradColor = texSample2D(g_Texture2, gradientUVs).rrr;
#else
vec3 gradColor = texSample2D(g_Texture2, gradientUVs).rgb;
#endif
vec3 fxColor = gradColor;
#endif
#if MASK
float maskSample = texSample2D(g_Texture3, v_TexCoord.zw).r;
//albedo = mix(sample, albedo, mask);
mask *= maskSample;
#endif
fx *= mask;
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, fxColor * g_Intensity, fx);
albedo.a = max(albedo.a, fx);
#if WRITEALPHA
albedo.a = fx;
#endif
gl_FragColor = albedo;
}

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#include "common.h"
#include "common_perspective.h"
uniform mat4 g_ModelViewProjectionMatrix;
#if MASK
uniform vec4 g_Texture3Resolution;
#endif
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0.67728 0.01297","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"0.76007 0.14043","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"0.46654 1.09592","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0.16363 0.44881","require":{"DIRECTDRAW":0}}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec3 v_TexCoordFx;
void main() {
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
v_TexCoord = a_TexCoord.xyxy;
v_TexCoordFx = mul(vec3(a_TexCoord.xy, 1.0), xform);
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
#if MASK
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture3Resolution.z / g_Texture3Resolution.x,
a_TexCoord.y * g_Texture3Resolution.w / g_Texture3Resolution.y);
#endif
}