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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{
"version" : 2,
"replacementkey" : "spin",
"name" : "ui_editor_effect_spin_title",
"description" : "ui_editor_effect_spin_description",
"group" : "animate",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/spin.json"
}
],
"dependencies" :
[
"materials/effects/spin.json",
"shaders/effects/spin.frag",
"shaders/effects/spin.vert"
],
"gizmos" :
[
{
"type" : "EffectSpinUV",
"vars" :
{
"center" : "center",
"ratio" : "ratio",
"angle" : "angle",
"size" : "size"
}
}
]
}

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{
"passes": [{
"shader": "effects/spin",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"name" : "Spin",
"description" : "Spin the image.",
"group" : "image",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/spin.json"
}
],
"dependencies" :
[
"materials/effects/spin.json",
"shaders/effects/spin.frag",
"shaders/effects/spin.vert"
]
}

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{
"passes" :
[
{
"blending" : "translucent",
"cullmode" : "nocull",
"depthtest" : "disabled",
"depthwrite" : "disabled",
"shader" : "genericimage2",
"textures" : [ "effectpreview" ]
}
]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"passes": [{
"shader": "effects/spin",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"autosize" : true,
"material" : "materials/effectpreview.json"
}

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{
"file" : "scene.json",
"title" : "previews"
}

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{
"camera" :
{
"center" : "0.000 0.000 -1.000",
"eye" : "0.000 0.000 0.000",
"up" : "0.000 1.000 0.000"
},
"general" :
{
"ambientcolor" : "0.3 0.3 0.3",
"bloom" : false,
"bloomstrength" : 2,
"bloomthreshold" : 0.64999997615814209,
"cameraparallax" : false,
"cameraparallaxamount" : 0.5,
"cameraparallaxdelay" : 0.10000000149011612,
"cameraparallaxmouseinfluence" : 0,
"camerapreview" : true,
"camerashake" : false,
"camerashakeamplitude" : 0.5,
"camerashakeroughness" : 1,
"camerashakespeed" : 3,
"clearcolor" : "0.7 0.7 0.7",
"orthogonalprojection" :
{
"height" : 256,
"width" : 256
},
"skylightcolor" : "0.3 0.3 0.3"
},
"objects" :
[
{
"angles" : "0.000 0.000 0.000",
"depth" : 1,
"effects" :
[
{
"file" : "effects/spin/effect.json",
"passes" :
[
{
"combos" :
{
"CLAMP" : 1,
"MODE" : 0
},
"constantshadervalues" :
{
"Center" : "0.501 0.47"
},
"textures" : [ null, "masks/spin_mask_ee0d9bbc6d0516b8583c8fb3e841485c0b7ec4e8" ]
}
]
}
],
"id" : 38,
"image" : "models/effectpreview.json",
"name" : "",
"origin" : "128.000 128.000 0.000",
"parallaxDepth" : "1.000 1.000",
"scale" : "1.000 1.000 1.000",
"size" : "256.000 256.000",
"visible" : true
}
]
}

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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
varying vec4 v_TexCoord;
varying vec2 v_TexCoordMask;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
#if MASK == 1
uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","combo":"MASK","default":"util/black"}
#endif
void main() {
vec2 texCoord = v_TexCoord.xy;
#if CLAMP
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
#if MASK == 1
float mask = texSample2D(g_Texture1, v_TexCoordMask).r;
gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
#endif
}

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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform vec4 g_Texture1Resolution;
uniform float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
uniform vec2 g_SpinCenter; // {"material":"Center","default":"0.5 0.5"}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if MASK == 1
varying vec2 v_TexCoordMask;
#endif
void main() {
vec3 position = a_Position;
#if MODE == 1
position.xy = rotateVec2(position.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
#endif
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xyzw = a_TexCoord.xyxy;
#if MASK == 1
v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#endif
#if MODE == 0
v_TexCoord.xy = rotateVec2(v_TexCoord.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
#endif
}

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{
"name": "FX Preview",
"type": "scene2d"
}

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// [COMBO] {"material":"ui_editor_properties_repeat","combo":"REPEAT","type":"options","default":1}
varying vec4 v_TexCoord;
varying vec2 v_TexCoordMask;
varying vec2 v_TexCoordSoftMask;
uniform vec4 g_Texture0Resolution;
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 vec2 g_SpinCenter; // {"material":"center","label":"ui_editor_properties_center","default":"0.5 0.5","position":true}
uniform float g_Size; // {"material":"size","label":"ui_editor_properties_size","default":0.1,"range":[0,1]}
uniform float g_Feather; // {"material":"feather","label":"ui_editor_properties_feather","default":0.002,"range":[0,0.2]}
void main() {
vec2 texCoord = v_TexCoord.xy;
#if REPEAT
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
vec2 maskDelta = v_TexCoordSoftMask.xy - g_SpinCenter;
float mask = smoothstep(g_Size + g_Feather + 0.00001, g_Size - g_Feather, length(maskDelta));
#if MASK
mask *= texSample2D(g_Texture1, v_TexCoordMask).r;
#endif
gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
}

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// [COMBO] {"material":"ui_editor_properties_elliptical","combo":"ELLIPTICAL","type":"options","default":1}
// [COMBO] {"material":"ui_editor_properties_noise","combo":"NOISE","type":"options","default":0}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform vec4 g_Texture0Resolution;
uniform vec4 g_Texture1Resolution;
uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":1.0,"range":[-5,5]}
uniform vec2 g_SpinCenter; // {"material":"center","label":"ui_editor_properties_center","default":"0.5 0.5","position":true}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":1.0,"range":[0,10]}
uniform float g_Axis; // {"material":"angle","label":"ui_editor_properties_angle","default":0.0,"range":[0,3.141]}
uniform float g_Phase; // {"material":"phase","label":"ui_editor_properties_time_offset","default":0.0,"range":[0,1]}
uniform vec2 g_Friction; // {"material":"friction","label":"ui_editor_properties_friction","default":"1 1","linked":true,"range":[0.01, 10.0]}
uniform float g_NoiseSpeed; // {"material":"noisespeed","label":"ui_editor_properties_noise_speed","default":5,"range":[-10,10]}
uniform float g_NoiseAmount; // {"material":"noiseamount","label":"ui_editor_properties_noise_amount","default":1,"range":[0,5]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec2 v_TexCoordSoftMask;
#if MASK == 1
varying vec2 v_TexCoordMask;
#endif
void main() {
float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
vec3 position = a_Position;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xyzw = a_TexCoord.xyxy;
#if MASK == 1
v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#endif
v_TexCoord.xy -= g_SpinCenter;
v_TexCoord.x *= aspect;
#if ELLIPTICAL
v_TexCoord.xy = rotateVec2(v_TexCoord.xy, g_Axis);
v_TexCoord.x *= g_Ratio;
#endif
v_TexCoordSoftMask.xy = v_TexCoord.xy;
float offset = g_Phase * 6.28318530718;
#if NOISE
vec4 sines = frac(g_NoiseSpeed * 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) - 1.0) * g_NoiseAmount;
#endif
v_TexCoord.xy = rotateVec2(v_TexCoord.xy, g_Speed * g_Time + offset);
#if ELLIPTICAL
v_TexCoord.x /= g_Ratio;
v_TexCoord.xy = rotateVec2(v_TexCoord.xy, -g_Axis);
v_TexCoordSoftMask.xy = rotateVec2(v_TexCoordSoftMask.xy, -g_Axis);
#endif
v_TexCoord.x /= aspect;
v_TexCoord.xy += g_SpinCenter;
v_TexCoordSoftMask.xy += g_SpinCenter;
}