stuff
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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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@@ -0,0 +1,15 @@
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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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