stuff
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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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uniform float g_Multiply; // {"material":"Multiply","default":1,"range":[0.0, 10.0]}
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#if OPACITYMASK == 1
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varying vec2 v_TexCoordOpacity;
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#endif
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Blend texture","mode":"rgbmask","default":"util/white"}
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uniform sampler2D g_Texture2; // {"material":"Opacity mask","mode":"opacitymask","default":"util/white","combo":"OPACITYMASK"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
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float blend = mask.a * g_Multiply;
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#if OPACITYMASK == 1
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blend *= texSample2D(g_Texture2, v_TexCoordOpacity).r;
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#endif
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, blend);
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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#if OPACITYMASK == 1
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uniform vec4 g_Texture2Resolution;
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varying vec2 v_TexCoordOpacity;
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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 = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#if OPACITYMASK == 1
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v_TexCoordOpacity = 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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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo.a *= mask;
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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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 = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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varying vec4 v_TexCoord;
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varying vec2 v_Scroll;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Flow map","mode":"flowmask","default":"util/noflow"}
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uniform sampler2D g_Texture2; // {"material":"Flow Phase","mode":"opacitymask","default":"util/white"}
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uniform float g_Time;
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uniform float g_Speed; // {"material":"Speed","default":1,"range":[0.01, 10]}
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uniform float g_Amp; // {"material":"Strength","default":0.2,"range":[0.01, 1]}
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uniform float g_Power; // {"material":"Power","default":1,"range":[0.01, 2]}
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void main() {
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float flowPhase = texSample2D(g_Texture2, v_TexCoord.zw).r * 6.28;
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vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
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vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
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float offset = sin(g_Speed * g_Time + flowPhase);
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offset = pow(abs(offset), g_Power) * sign(offset);
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vec2 texCoord = v_TexCoord.xy + flowMask * offset * g_Amp * g_Amp;
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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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 = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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@@ -0,0 +1,19 @@
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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
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#include "common_blending.h"
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_BlendAlpha; // {"material":"Alpha","default":1,"range":[0,1]}
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uniform vec3 g_TintColor; // {"material":"Color", "type": "color", "default":"1 1 1"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, g_BlendAlpha);
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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.xy = a_TexCoord;
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}
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