stuff
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// [COMBO] {"material":"ui_editor_properties_double_sided","combo":"DOUBLESIDED","type":"options","default":0}
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoordMask;
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uniform vec4 g_Texture0Resolution;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0.25 0.5"}
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uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"0.75 0.5"}
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uniform float g_Size; // {"material":"size","label":"ui_editor_properties_size","default":0.4,"range":[0,1]}
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uniform float g_CenterPos; // {"material":"center","label":"ui_editor_properties_center","default":0.5,"range":[0,1]}
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uniform float g_Feather; // {"material":"feather","label":"ui_editor_properties_feather","default":0.01,"range":[0,0.2]}
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uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":2.0,"range":[-5,5]}
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uniform float g_Amount; // {"material":"amount","label":"ui_editor_properties_amount","default":0.2,"range":[0,1]}
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uniform float g_Time;
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void main() {
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vec2 texCoord = v_TexCoord.xy;
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//gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
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float aspect = g_Texture0Resolution.x / g_Texture0Resolution.y;
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vec2 p0 = g_Point0;
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vec2 p1 = g_Point1;
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p0.x *= aspect;
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p1.x *= aspect;
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texCoord.x *= aspect;
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vec2 axis = normalize(p1 - p0);
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vec2 center = p0 + (p1 - p0) * g_CenterPos;
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float distortAmt = g_Amount;
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float speed = g_Speed;
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//distortAmt *= sin(g_Time * speed);
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//
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//mat3 xform = inverse(squareToQuad(vec2(0, 0) - vec2(distortAmt, distortAmt),
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// vec2(1, 0) + vec2(-distortAmt, distortAmt),
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// vec2(1, 1) + vec2(-distortAmt, -distortAmt),
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// vec2(0, 1) - vec2(distortAmt, -distortAmt)
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//));
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//
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//vec3 puvs = mul(vec3(texCoord, 1.0), xform);
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//
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//texCoord = puvs.xy / puvs.z;
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//axis.x *= aspect;
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axis = normalize(axis);
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vec2 axisOrtho = vec2(-axis.y, axis.x);
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vec2 uvDelta = texCoord - center;
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float distanceAlongAxis = dot(axis, uvDelta);
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float distanceOrtho = dot(axisOrtho, uvDelta);
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float anim = sin(g_Time * speed);
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distortAmt *= anim;
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vec2 uvDistort = axis * distortAmt * distanceOrtho * distanceAlongAxis;
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uvDistort += axisOrtho * distortAmt * anim * distanceOrtho;
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//uvDistort.x /= aspect;
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texCoord += uvDistort;
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// software mask area
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float mask = 1.0;
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float feather = max(g_Feather, 0.00001);
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vec2 deltaRight = texCoord - p1;
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vec2 deltaLeft = texCoord - p0;
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float distanceRight = dot(deltaRight, axis);
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float distanceLeft = dot(deltaLeft, axis);
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// Clip to right
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mask *= smoothstep(feather, 0, distanceRight);
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mask *= smoothstep(-feather, 0, distanceLeft);
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float sizeMod = g_Size;
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sizeMod = g_Size * (1.0 - abs(anim) * g_Amount * 0.5);
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// Feather bottom page
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mask *= smoothstep(sizeMod + feather, sizeMod - feather, distanceOrtho);
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#if DOUBLESIDED
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// Feather top page
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mask *= smoothstep(sizeMod + feather, sizeMod - feather, -distanceOrtho);
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#else
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// Clip to bottom page
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mask *= step(0, distanceOrtho);
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#endif
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#if MASK
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mask *= texSample2D(g_Texture1, v_TexCoordMask).r;
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#endif
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texCoord.x /= aspect;
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texCoord = mix(v_TexCoord.xy, texCoord, mask);
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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@@ -0,0 +1,23 @@
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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 vec2 v_TexCoord;
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#if MASK == 1
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varying vec2 v_TexCoordMask;
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#endif
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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.xy;
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#if MASK == 1
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v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#endif
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}
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