stuff
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22
modules/wallpaper-engine/effects/waterflow/effect.json
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22
modules/wallpaper-engine/effects/waterflow/effect.json
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{
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"version" : 1,
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"replacementkey" : "waterflow",
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"name" : "ui_editor_effect_water_flow_title",
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"description" : "ui_editor_effect_water_flow_description",
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"group" : "animate",
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"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/waterflow.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/waterflow.json",
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"materials/effects/waterflowphase.png",
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"materials/effects/waterflowphase.tex-json",
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"shaders/effects/waterflow.frag",
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"shaders/effects/waterflow.vert"
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]
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}
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{
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"passes": [{
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"shader": "effects/waterflow",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull",
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"textures" : [null, null, "effects/waterflowphase"]
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}]
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}
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{
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"format" : "rgba8888",
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"nomip" : true
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}
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{
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"name" : "Water Flow",
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"description" : "Adds a flow animation. The direction can be controlled with a flow mask that you can paint in the editor.",
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"group" : "image",
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//"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/waterflow.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/waterflow.json",
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"materials/effects/waterflowphase.png",
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"materials/effects/waterflowphase.tex-json",
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"shaders/effects/waterflow.frag",
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"shaders/effects/waterflow.vert"
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]
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}
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{
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"passes" :
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[
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{
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"blending" : "translucent",
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"cullmode" : "nocull",
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"depthtest" : "disabled",
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"depthwrite" : "disabled",
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"shader" : "genericimage2",
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"textures" : [ "effectpreview" ]
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}
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]
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}
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{
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"clampuvs" : true,
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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{
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"passes": [{
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"shader": "effects/waterflow",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"textures" : [null, null, "effects/waterflowphase"]
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}]
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}
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{
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"format" : "rgba8888",
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"nomip" : true
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}
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{
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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{
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"autosize" : true,
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"material" : "materials/effectpreview.json"
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}
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{
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"file" : "scene.json",
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"general" :
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{
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"properties" :
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{
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"schemecolor" :
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{
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"order" : 0,
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"text" : "ui_browse_properties_scheme_color",
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"type" : "color",
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"value" : "0 0 0"
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}
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}
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},
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"title" : "fxpreview",
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"type" : "scene"
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}
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{
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"camera" :
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{
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"center" : "0.000 0.000 -1.000",
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"eye" : "0.000 0.000 0.000",
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"up" : "0.000 1.000 0.000"
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},
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"general" :
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{
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"ambientcolor" : "0.3 0.3 0.3",
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"bloom" : false,
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"bloomstrength" : 2,
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"bloomthreshold" : 0.64999997615814209,
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"cameraparallax" : false,
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"cameraparallaxamount" : 0.5,
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"cameraparallaxdelay" : 0.10000000149011612,
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"cameraparallaxmouseinfluence" : 0,
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"camerapreview" : true,
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"camerashake" : false,
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"camerashakeamplitude" : 0.5,
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"camerashakeroughness" : 1,
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"camerashakespeed" : 3,
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"clearcolor" : "0.7 0.7 0.7",
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"orthogonalprojection" :
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{
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"height" : 256,
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"width" : 256
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},
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"skylightcolor" : "0.3 0.3 0.3"
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},
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"objects" :
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[
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{
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"angles" : "0.000 0.000 0.000",
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"depth" : 1,
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"effects" :
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[
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{
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"file" : "effects/waterflow/effect.json",
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"passes" :
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[
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{
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"constantshadervalues" :
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{
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"Speed" : 1,
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"Strength" : 1
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},
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"textures" :
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[
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null,
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"masks/waterflow_mask_ee0d9bbc6d0516b8583c8fb3e841485c0b7ec4e8",
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"effects/waterflowphase"
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]
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}
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]
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}
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],
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"id" : 38,
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"image" : "models/effectpreview.json",
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"name" : "",
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"origin" : "128.000 128.000 0.000",
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"scale" : "1.000 1.000 1.000"
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}
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]
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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"}
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uniform float g_Time;
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uniform float g_FlowSpeed; // {"material":"Speed","default":1,"range":[0.01, 1]}
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uniform float g_FlowAmp; // {"material":"Strength","default":1,"range":[0.01, 1]}
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void main() {
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float flowPhase = (texSample2D(g_Texture2, v_TexCoord.xy).r - 0.5) * 2.0;
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vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
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vec2 flowMask = (flowColors.rg - vec2(0.5, 0.5)) * 2.0;
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vec2 cycles = vec2( frac(g_Time * g_FlowSpeed),
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frac(g_Time * g_FlowSpeed + 0.5));
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float blend = 2 * abs(cycles.x - 0.5);
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blend = smoothstep(max(0, flowPhase), min(1, 1 + flowPhase), blend);
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vec2 flowUVOffset1 = flowMask * g_FlowAmp * 0.1 * (cycles.x - 0.5);
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vec2 flowUVOffset2 = flowMask * g_FlowAmp * 0.1 * (cycles.y - 0.5);
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vec4 albedo = mix(texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset1),
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texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset2),
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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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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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{
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"name": "FX Preview",
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"type": "scene2d"
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}
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// [OFF_COMBO] {"material":"ui_editor_properties_position","combo":"POSITION","type":"options","default":0,"options":{"Center":0,"Post":1,"Pre":2}}
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varying vec4 v_TexCoord;
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varying vec2 v_Scroll;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_flow_map","mode":"flowmask","default":"util/noflow"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_time_offset"}
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uniform float g_Time;
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uniform float g_FlowSpeed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.01, 2]}
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uniform float g_FlowAmp; // {"material":"strength","label":"ui_editor_properties_strength","default":1,"range":[0.01, 1]}
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uniform float g_FlowPhaseScale; // {"material":"phasescale","label":"ui_editor_properties_phase_scale","default":2,"range":[0.01, 10]}
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void main() {
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float flowPhase = texSample2D(g_Texture2, v_TexCoord.xy * g_FlowPhaseScale).r;
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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 flowAmount = length(flowMask);
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vec4 cycles = vec4(frac(g_Time * g_FlowSpeed),
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frac(g_Time * g_FlowSpeed + 0.5),
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frac(0.25 + g_Time * g_FlowSpeed),
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frac(0.25 + g_Time * g_FlowSpeed + 0.5));
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float blend = 2 * abs(cycles.x - 0.5);
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float blend2 = 2 * abs(cycles.z - 0.5);
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cycles = cycles - CAST4(0.5);
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vec4 flowUVOffset = CAST4(flowMask.xyxy * g_FlowAmp * 0.1) * cycles.xxyy;
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vec4 flowUVOffset2 = CAST4(flowMask.xyxy * g_FlowAmp * 0.1) * cycles.zzww;
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 flowAlbedo = mix(texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset.xy),
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texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset.zw),
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blend);
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vec4 flowAlbedo2 = mix(texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset2.xy),
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texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset2.zw),
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blend2);
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flowAlbedo = mix(flowAlbedo, flowAlbedo2, smoothstep(0.2, 0.8, flowPhase));
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gl_FragColor = mix(albedo, flowAlbedo, flowAmount);
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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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