stuff
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"hidden":true}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_Amount; // {"material":"rate","label":"ui_editor_properties_accumulation_rate","default":0.8,"range":[0.01, 1]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 pastAlbedo = texSample2D(g_Texture1, v_TexCoord.xy);
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float rate = g_Amount;
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#if MASK
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float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
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rate = g_Amount + (1.0 - g_Amount) * (1.0 - mask);
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#endif
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gl_FragColor = mix(pastAlbedo, albedo, rate);
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}
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@@ -0,0 +1,19 @@
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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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 = vec4(a_Position, 1.0);
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v_TexCoord.xyzw = a_TexCoord.xyxy;
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#if MASK == 1
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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@@ -0,0 +1,9 @@
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,12 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 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;
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}
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