stuff
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{
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"name" : "Perspective",
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"description" : "Applies a perspective distortion.",
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"group" : "distort",
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//"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/perspective.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/perspective.json",
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"shaders/effects/perspective.frag",
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"shaders/effects/perspective.vert"
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]
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}
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{
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"passes" :
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[
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{
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"blending" : "translucent",
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"cullmode" : "nocull",
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"depthtest" : "disabled",
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"depthwrite" : "disabled",
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"shader" : "genericimage2",
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"textures" : [ "effectpreview" ]
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}
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]
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}
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{
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"clampuvs" : true,
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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{
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"passes": [{
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"shader": "effects/perspective",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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{
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"autosize" : true,
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"material" : "materials/effectpreview.json"
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}
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{
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"file" : "scene.json",
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"general" :
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{
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"properties" :
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{
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"schemecolor" :
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{
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"order" : 0,
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"text" : "ui_browse_properties_scheme_color",
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"type" : "color",
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"value" : "0 0 0"
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}
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}
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},
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"title" : "preview",
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"type" : "scene"
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}
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{
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"camera" :
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{
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"center" : "0.000 0.000 -1.000",
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"eye" : "0.000 0.000 0.000",
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"up" : "0.000 1.000 0.000"
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},
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"general" :
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{
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"ambientcolor" : "0.3 0.3 0.3",
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"bloom" : false,
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"bloomstrength" : 2,
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"bloomthreshold" : 0.64999997615814209,
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"cameraparallax" : false,
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"cameraparallaxamount" : 0.5,
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"cameraparallaxdelay" : 0.10000000149011612,
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"cameraparallaxmouseinfluence" : 0,
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"camerapreview" : true,
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"camerashake" : false,
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"camerashakeamplitude" : 0.5,
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"camerashakeroughness" : 1,
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"camerashakespeed" : 3,
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"clearcolor" : "0.7 0.7 0.7",
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"orthogonalprojection" :
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{
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"height" : 256,
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"width" : 256
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},
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"skylightcolor" : "0.3 0.3 0.3"
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},
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"objects" :
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[
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{
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"angles" : "0.000 0.000 0.000",
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"colorBlendMode" : 0,
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"copybackground" : true,
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"depth" : 1,
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"effects" :
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[
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{
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"file" : "effects/perspective/effect.json",
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"passes" :
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[
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{
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"combos" :
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{
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"MODE" : 1
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},
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"constantshadervalues" :
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{
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"Bottom" : -0.0099999997764825821,
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"Left" : 0.029999999329447746,
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"Right" : 0.31999999284744263,
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"Top" : 0.28999999165534973
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}
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}
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]
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}
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],
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"id" : 38,
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"image" : "models/effectpreview.json",
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"name" : "",
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"origin" : "112.329 121.871 0.000",
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"parallaxDepth" : "1.000 1.000",
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"scale" : "1.000 1.000 1.000",
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"size" : "256.000 256.000",
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"visible" : true
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}
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]
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}
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// [COMBO] {"material":"Repeat","combo":"REPEAT","type":"options","default":1}
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varying vec3 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_Top; // {"material":"Top","default":1,"range":[-1,2]}
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uniform float g_Bottom; // {"material":"Bottom","default":1,"range":[-1,2]}
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uniform float g_Left; // {"material":"Left","default":1,"range":[-1,2]}
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uniform float g_Right; // {"material":"Right","default":1,"range":[-1,2]}
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void main() {
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vec2 texCoord = v_TexCoord.xy / v_TexCoord.z;
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#if MODE == 0
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texCoord -= CAST2(0.5);
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//texCoord.x += v_Perspective.x / v_TexCoord.x;
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//texCoord.x *= 1.0 + (1.0 - v_TexCoord.y) * g_Top * (1.0 / (1.0 - v_TexCoord.y)) +
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// v_TexCoord.y * g_Bottom;
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//texCoord.y *= (1.0 - v_TexCoord.x) * g_Left +
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// v_TexCoord.x * g_Right;
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texCoord += CAST2(0.5);
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#endif
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#if REPEAT
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texCoord = frac(texCoord);
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#endif
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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//gl_FragColor = vec4(v_TexCoord.xy, 0, 1);
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}
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@@ -0,0 +1,100 @@
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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
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#include "common.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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uniform float g_Top; // {"material":"Top","default":0,"range":[-0.49,0.49]}
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uniform float g_Bottom; // {"material":"Bottom","default":0,"range":[-0.49,0.49]}
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uniform float g_Left; // {"material":"Left","default":0,"range":[-0.49,0.49]}
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uniform float g_Right; // {"material":"Right","default":0,"range":[-0.49,0.49]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec3 v_TexCoord;
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void main() {
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vec3 position = a_Position;
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.z = 1.0;
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#if MODE == 1
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position.x += mix(g_Texture0Resolution.z * g_Top * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
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g_Texture0Resolution.z * g_Bottom * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
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step(0.5, a_TexCoord.y));
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position.y += mix(g_Texture0Resolution.w * -g_Left * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
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g_Texture0Resolution.w * -g_Right * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
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step(0.5, a_TexCoord.x));
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#endif
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float p3x = g_Top;
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float p3y = g_Left;
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float p2x = 1 - g_Top;
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float p2y = g_Right;
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float p1x = 1 - g_Bottom;
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float p1y = 1 - g_Right;
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float p0x = g_Bottom;
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float p0y = 1 - g_Left;
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float ax = p2x - p0x;
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float ay = p2y - p0y;
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float bx = p3x - p1x;
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float by = p3y - p1y;
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float cross = ax * by - ay * bx;
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//if (cross != 0) {
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float cy = p0y - p1y;
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float cx = p0x - p1x;
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float s = (ax * cy - ay * cx) / cross;
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//if (s > 0 && s < 1) {
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float t = (bx * cy - by * cx) / cross;
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//if (t > 0 && t < 1) {
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float q0 = 1 / (1 - t);
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float q1 = 1 / (1 - s);
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float q2 = 1 / t;
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float q3 = 1 / s;
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float q = mix(
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mix(q3, q2, a_TexCoord.x),
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mix(q0, q1, a_TexCoord.x),
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a_TexCoord.y
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);
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v_TexCoord.xy = a_TexCoord;
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#if MODE == 0
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v_TexCoord -= 0.5;
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v_TexCoord.x *= 0.5 / (0.5 - mix(g_Top, g_Bottom, step(0.5, a_TexCoord.y)));
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v_TexCoord.y *= 0.5 / (0.5 - mix(g_Left, g_Right, step(0.5, a_TexCoord.x)));
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v_TexCoord += 0.5;
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#endif
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v_TexCoord.xy *= q;
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v_TexCoord.z = q;
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//}
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//}
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//}
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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}
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@@ -0,0 +1,4 @@
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{
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"name": "FX Preview",
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"type": "scene2d"
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}
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