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_noise","combo":"NOISE","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_direction","combo":"DIRECTION","type":"options","default":0,"options":{"ui_editor_properties_center":0,"ui_editor_properties_left":1,"ui_editor_properties_right":2}}
#include "common.h"
varying vec4 v_TexCoord;
varying vec2 v_Bounds;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_shake_direction_map","mode":"flowmask","default":"util/noflow"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_time_offset","mode":"opacitymask","default":"util/black","combo":"TIMEOFFSET"}
uniform sampler2D g_Texture3; // {"label":"ui_editor_properties_opacity","mode":"opacitymask","combo":"MASK"}
uniform float g_Time;
uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.0, 10]}
uniform float g_Amp; // {"material":"strength","label":"ui_editor_properties_strength","default":0.1,"range":[0.01, 0.5]}
uniform vec2 g_Friction; // {"material":"friction","label":"ui_editor_properties_friction","default":"1 1","linked":true,"range":[0.01, 10.0]}
#if AUDIOPROCESSING
varying float v_AudioPulse;
#endif
#if MASK == 1
varying vec4 v_TexCoordMask;
#endif
void main() {
float flowPhase = 0.0;
#if TIMEOFFSET
flowPhase = texSample2D(g_Texture2, v_TexCoord.zw).r * M_PI_2;
#endif
vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
float offset = 0.0;
#if AUDIOPROCESSING == 0
#if NOISE
vec4 sines = flowPhase + frac(g_Speed * g_Time / M_PI_2 * vec4(1, -0.16161616, 0.0083333, -0.00019841)) * M_PI_2;
vec4 csines = cos(sines);
sines = sin(sines);
vec4 base = step(0.0, csines);
sines = sines * 0.498 + 0.5;
sines = mix(1.0 - pow(1.0 - sines, CAST4(g_Friction.x)), pow(sines, CAST4(g_Friction.y)), base);
offset = dot(CAST4(0.5), sines);
#else
float time = g_Speed * g_Time + flowPhase;
offset = sin(frac(time / M_PI_2) * M_PI_2);
offset = offset * 0.498 + 0.5;
float base = step(0.0, cos(time));
offset = mix(1.0 - pow(1.0 - offset, g_Friction.x), pow(offset, g_Friction.y), base);
#endif
offset = saturate((offset - v_Bounds.x) * v_Bounds.y);
#endif
#if DIRECTION == 0
#if AUDIOPROCESSING
offset += v_AudioPulse;
#else
offset = offset * 2.0 - 1.0;
#endif
#endif
#if DIRECTION == 1
#if AUDIOPROCESSING
offset = 1.0 - v_AudioPulse;
#endif
#endif
#if DIRECTION == 2
#if AUDIOPROCESSING
offset -= v_AudioPulse;
#else
offset = offset - 1.0;
#endif
#endif
vec2 texCoordOffset = offset * g_Amp * g_Amp * flowMask;
gl_FragColor = texSample2D(g_Texture0, texCoordOffset + v_TexCoord.xy);
#if MASK
// Only allow sampling from mask
float mask = texSample2D(g_Texture3, texCoordOffset * v_TexCoordMask.zw + v_TexCoordMask.xy).r;
gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.xy), gl_FragColor, mask);
#endif
}

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// [COMBO] {"material":"ui_editor_properties_audio_response","combo":"AUDIOPROCESSING","type":"audioprocessingoptions","default":0}
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if MASK == 1
uniform vec4 g_Texture0Resolution;
uniform vec4 g_Texture3Resolution;
varying vec4 v_TexCoordMask;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
uniform vec2 g_Bounds; // {"material":"bounds","label":"ui_editor_properties_bounds","default":"0 1"}
varying vec4 v_TexCoord;
varying vec2 v_Bounds;
#if AUDIOPROCESSING
varying float v_AudioPulse;
uniform float g_AudioSpectrum16Left[16];
uniform float g_AudioSpectrum16Right[16];
uniform float g_AudioFrequencyMin; // {"material":"frequencymin","label":"ui_editor_properties_frequency_min","default":0,"int":true,"range":[0,15]}
uniform float g_AudioFrequencyMax; // {"material":"frequencymax","label":"ui_editor_properties_frequency_max","default":1,"int":true,"range":[0,15]}
uniform float g_AudioPower; // {"material":"audioexponent","label":"ui_editor_properties_audio_exponent","default":1.0,"range":[0,4]}
uniform vec2 g_AudioBounds; // {"material":"audiobounds","label":"ui_editor_properties_audio_bounds","default":"0.0 1.2"}
uniform float g_AudioMultiply; // {"material":"audioamount","label":"ui_editor_properties_audio_amount","default":1,"range":[0,2]}
float CreateAudioResponse(float bufferLeft[16], float bufferRight[16])
{
float audioFrequencyEnd = max(g_AudioFrequencyMin, g_AudioFrequencyMax);
float audioResponse = 0.0;
#if AUDIOPROCESSING == 1
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferLeft[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0);
#endif
#if AUDIOPROCESSING == 2
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferRight[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0);
#endif
#if AUDIOPROCESSING == 3
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferLeft[a];
audioResponse += bufferRight[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0) * 2.0;
#endif
audioResponse = smoothstep(g_AudioBounds.x, g_AudioBounds.y, audioResponse);
audioResponse = saturate(pow(audioResponse, g_AudioPower)) * g_AudioMultiply;
return audioResponse;
}
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
v_Bounds.x = g_Bounds.x;
v_Bounds.y = 1.0 / (g_Bounds.y - g_Bounds.x);
#if AUDIOPROCESSING
v_AudioPulse = CreateAudioResponse(g_AudioSpectrum16Left, g_AudioSpectrum16Right);
#endif
#if MASK == 1
v_TexCoordMask.xy = vec2(a_TexCoord.x * g_Texture3Resolution.z / g_Texture3Resolution.x,
a_TexCoord.y * g_Texture3Resolution.w / g_Texture3Resolution.y);
v_TexCoordMask.zw = vec2(g_Texture3Resolution.z / g_Texture3Resolution.x, g_Texture3Resolution.w / g_Texture3Resolution.y);
#endif
}