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":9}
#include "common.h"
#include "common_blending.h"
varying vec4 v_TexCoord;
#if PERSPECTIVE == 0
varying vec2 v_ReflectedCoord;
#else
varying vec3 v_TexCoordPerspective;
#endif
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform float g_ReflectionAlpha; // {"material":"alpha","label":"ui_editor_properties_alpha","default":1.0,"range":[0.0, 1]}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
#if MASK
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
#else
float mask = 1.0;
#endif
vec2 reflectedCoord;
#if PERSPECTIVE == 0
reflectedCoord = v_ReflectedCoord;
#else
reflectedCoord = v_TexCoordPerspective.xy / v_TexCoordPerspective.z;
reflectedCoord.y = 1.0 - reflectedCoord.y;
mask *= step(abs(reflectedCoord.x - 0.5), 0.5);
mask *= step(abs(reflectedCoord.y - 0.5), 0.5);
#endif
vec4 reflected = texSample2D(g_Texture0, reflectedCoord);
//gl_FragColor = mix(mix(albedo, reflected, mask), albedo + reflected * mask, g_Additive);
gl_FragColor.rgb = ApplyBlending(BLENDMODE, albedo.rgb, reflected.rgb, mask * g_ReflectionAlpha);
gl_FragColor.a = min(1.0, albedo.a + reflected.a * mask * g_ReflectionAlpha);
}

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// [COMBO] {"material":"ui_editor_properties_perspective","combo":"PERSPECTIVE","type":"options","default":0}
#include "common.h"
#include "common_perspective.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if PERSPECTIVE == 0
varying vec2 v_ReflectedCoord;
uniform float g_Direction; // {"material":"direction","label":"ui_editor_properties_direction","default":0,"range":[0,6.28],"direction":true}
uniform float g_ReflectionOffset; // {"material":"offset","label":"ui_editor_properties_offset","default":0.0,"range":[-1,1]}
#else
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0 0"}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"1 0"}
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"1 1"}
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0 1"}
varying vec3 v_TexCoordPerspective;
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord.xyxy;
#if MASK
v_TexCoord.z *= g_Texture1Resolution.z / g_Texture1Resolution.x;
v_TexCoord.w *= g_Texture1Resolution.w / g_Texture1Resolution.y;
#endif
#if PERSPECTIVE == 0
vec2 center = vec2(0.5, 0.5);
vec2 delta = a_TexCoord - center;
delta.y += g_ReflectionOffset;
delta.y = -delta.y;
delta = rotateVec2(delta, g_Direction);
v_ReflectedCoord = center + delta;
#else
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
v_TexCoordPerspective = mul(vec3(a_TexCoord.xy, 1.0), xform);
#endif
}