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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// [OFF_COMBO] {"material":"ui_editor_properties_position","combo":"POSITION","type":"options","default":0,"options":{"Center":0,"Post":1,"Pre":2}}
varying vec4 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_flow_map","mode":"flowmask","default":"util/noflow"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_time_offset"}
uniform float g_Time;
uniform float g_FlowSpeed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.01, 2]}
uniform float g_FlowAmp; // {"material":"strength","label":"ui_editor_properties_strength","default":1,"range":[0.01, 1]}
uniform float g_FlowPhaseScale; // {"material":"phasescale","label":"ui_editor_properties_phase_scale","default":2,"range":[0.01, 10]}
void main() {
float flowPhase = texSample2D(g_Texture2, v_TexCoord.xy * g_FlowPhaseScale).r;
vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
float flowAmount = length(flowMask);
vec4 cycles = vec4(frac(g_Time * g_FlowSpeed),
frac(g_Time * g_FlowSpeed + 0.5),
frac(0.25 + g_Time * g_FlowSpeed),
frac(0.25 + g_Time * g_FlowSpeed + 0.5));
float blend = 2 * abs(cycles.x - 0.5);
float blend2 = 2 * abs(cycles.z - 0.5);
cycles = cycles - CAST4(0.5);
vec4 flowUVOffset = CAST4(flowMask.xyxy * g_FlowAmp * 0.1) * cycles.xxyy;
vec4 flowUVOffset2 = CAST4(flowMask.xyxy * g_FlowAmp * 0.1) * cycles.zzww;
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 flowAlbedo = mix(texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset.xy),
texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset.zw),
blend);
vec4 flowAlbedo2 = mix(texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset2.xy),
texSample2D(g_Texture0, v_TexCoord.xy + flowUVOffset2.zw),
blend2);
flowAlbedo = mix(flowAlbedo, flowAlbedo2, smoothstep(0.2, 0.8, flowPhase));
gl_FragColor = mix(albedo, flowAlbedo, flowAmount);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
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);
}