stuff
This commit is contained in:
37
modules/wallpaper-engine/effects/waterwaves/effect.json
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37
modules/wallpaper-engine/effects/waterwaves/effect.json
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{
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"version" : 1,
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"replacementkey" : "waterwaves",
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"name" : "ui_editor_effect_water_waves_title",
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"description" : "ui_editor_effect_water_waves_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/waterwaves.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/waterwaves.json",
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"shaders/effects/waterwaves.frag",
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"shaders/effects/waterwaves.vert"
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],
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"gizmos" :
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[
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{
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"type" : "EffectPerspectiveUV",
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"condition" :
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{
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"PERSPECTIVE" : 1
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},
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"vars" :
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{
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"p0" : "point0",
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"p1" : "point1",
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"p2" : "point2",
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"p3" : "point3"
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}
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}
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]
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}
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{
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"passes": [{
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"shader": "effects/waterwaves",
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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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}]
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}
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{
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"name" : "Water Waves",
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"description" : "Adds a simple wave effect using sines.",
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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/waterwaves.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/waterwaves.json",
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"shaders/effects/waterwaves.frag",
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"shaders/effects/waterwaves.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/waterwaves",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled"
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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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"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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"title" : "preview"
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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/waterwaves/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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"Scale" : 106.68000030517578,
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"Speed" : 7.3400001525878906,
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"Strength" : 0.2199999988079071
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},
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"textures" :
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[
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null,
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"masks/waterwaves_mask_ee0d9bbc6d0516b8583c8fb3e841485c0b7ec4e8"
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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" : 37,
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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_Direction;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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uniform float g_Time;
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uniform float g_Speed; // {"material":"Speed","default":5,"range":[0.01,50]}
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uniform float g_Scale; // {"material":"Scale","default":200,"range":[0.01,1000]}
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uniform float g_Strength; // {"material":"Strength","default":0.1,"range":[0.01,1]}
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void main() {
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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vec2 texCoord = v_TexCoord.xy;
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float distance = g_Time * g_Speed + dot(texCoord, v_Direction) * g_Scale;
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vec2 offset = vec2(v_Direction.y, -v_Direction.x);
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texCoord += sin(distance) * offset * g_Strength * g_Strength * mask;
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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#include "common.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform float g_Time;
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uniform vec4 g_Texture1Resolution;
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uniform float g_Direction; // {"material":"Direction","default":0,"range":[0,6.28]}
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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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varying vec2 v_Direction;
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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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v_Direction = rotateVec2(vec2(0, -1), g_Direction);
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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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#include "common.h"
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varying vec4 v_TexCoord;
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varying vec2 v_Direction;
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#if PERSPECTIVE == 1
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varying vec3 v_TexCoordPerspective;
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#endif
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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 sampler2D g_Texture2; // {"combo":"TIMEOFFSET","default":"util/black","label":"ui_editor_properties_time_offset","mode":"opacitymask"}
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uniform float g_Time;
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uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":5,"range":[0.01,50],"group":"ui_editor_properties_wave"}
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uniform float g_Scale; // {"material":"scale","label":"ui_editor_properties_scale","default":200,"range":[0.01,1000],"group":"ui_editor_properties_wave"}
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uniform float g_Exponent; // {"material":"exponent","label":"ui_editor_properties_exponent","default":1,"range":[0.51,4],"group":"ui_editor_properties_wave"}
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uniform float g_Strength; // {"material":"strength","label":"ui_editor_properties_strength","default":0.1,"range":[0.01,1]}
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#if DUALWAVES == 1
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varying vec2 v_Direction2;
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uniform float g_Speed2; // {"material":"speed2","label":"ui_editor_properties_speed","default":3,"range":[0.01,50],"group":"ui_editor_properties_wave_2"}
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uniform float g_Scale2; // {"material":"scale2","label":"ui_editor_properties_scale","default":66,"range":[0.01,1000],"group":"ui_editor_properties_wave_2"}
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uniform float g_Offset2; // {"material":"offset2","label":"ui_editor_properties_offset","default":0,"range":[-5,5],"group":"ui_editor_properties_wave_2"}
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uniform float g_Exponent2; // {"material":"exponent2","label":"ui_editor_properties_exponent","default":1,"range":[0.51,4],"group":"ui_editor_properties_wave_2"}
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#endif
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void main() {
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#if MASK
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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#else
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float mask = 1.0;
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#endif
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vec2 texCoord = v_TexCoord.xy;
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vec2 texCoordMotion = texCoord;
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#if PERSPECTIVE == 1
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texCoordMotion = v_TexCoordPerspective.xy / v_TexCoordPerspective.z;
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#endif
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float pos = abs(dot((texCoordMotion - 0.5), v_Direction));
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float distance = g_Time * g_Speed + dot(texCoordMotion, v_Direction) * g_Scale;
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#if DUALWAVES == 1
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float distance2 = (g_Time + g_Offset2) * g_Speed2 + dot(texCoordMotion, v_Direction2) * g_Scale2;
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#endif
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#if PERSPECTIVE == 1
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distance *= step(0.0, v_TexCoordPerspective.z);
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#if DUALWAVES == 1
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distance2 *= step(0.0, v_TexCoordPerspective.z);
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#endif
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#endif
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#if TIMEOFFSET
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float timeOffset = texSample2D(g_Texture2, v_TexCoord.zw).r * M_PI_2;
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distance += timeOffset;
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#if DUALWAVES == 1
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distance2 += timeOffset;
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#endif
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#endif
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float strength = g_Strength * g_Strength;
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vec2 offset = vec2(v_Direction.y, -v_Direction.x);
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float val1 = sin(distance);
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float s1 = sign(val1);
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val1 = pow(abs(val1), g_Exponent);
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#if DUALWAVES == 1
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vec2 offset2 = vec2(v_Direction2.y, -v_Direction2.x);
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float val2 = sin(distance2);
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float s2 = sign(val2);
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val2 = pow(abs(val2), g_Exponent2);
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texCoord += val1 * s1 * val2 * s2 * offset * strength * mask;
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#else
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texCoord += val1 * s1 * offset * strength * mask;
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#endif
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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// [COMBO] {"material":"ui_editor_properties_perspective","combo":"PERSPECTIVE","type":"options","default":0}
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// [COMBO] {"material":"ui_editor_properties_dual_waves","combo":"DUALWAVES","type":"options","default":0}
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#include "common.h"
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#include "common_perspective.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform float g_Time;
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uniform vec4 g_Texture1Resolution;
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uniform vec4 g_Texture2Resolution;
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uniform float g_Direction; // {"material":"direction","label":"ui_editor_properties_direction","default":0,"direction":true,"group":"ui_editor_properties_wave"}
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#if DUALWAVES == 1
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uniform float g_Direction2; // {"material":"direction2","label":"direction2","default":0,"direction":true,"group":"ui_editor_properties_wave_2"}
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varying vec2 v_Direction2;
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#endif
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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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varying vec2 v_Direction;
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#if PERSPECTIVE == 1
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uniform vec2 g_Point0; // {"default":"0 0","label":"p0","material":"point0"}
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uniform vec2 g_Point1; // {"default":"1 0","label":"p1","material":"point1"}
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uniform vec2 g_Point2; // {"default":"1 1","label":"p2","material":"point2"}
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uniform vec2 g_Point3; // {"default":"0 1","label":"p3","material":"point3"}
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varying vec3 v_TexCoordPerspective;
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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 = a_TexCoord.xyxy;
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#if MASK
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v_TexCoord.z *= g_Texture1Resolution.z / g_Texture1Resolution.x;
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v_TexCoord.w *= g_Texture1Resolution.w / g_Texture1Resolution.y;
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#else
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#if TIMEOFFSET
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v_TexCoord.z *= g_Texture2Resolution.z / g_Texture2Resolution.x;
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v_TexCoord.w *= g_Texture2Resolution.w / g_Texture2Resolution.y;
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#endif
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#endif
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v_Direction = rotateVec2(vec2(0, 1), g_Direction);
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#if DUALWAVES == 1
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v_Direction2 = rotateVec2(vec2(0, 1), g_Direction2);
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#endif
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#if PERSPECTIVE == 1
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mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
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v_TexCoordPerspective.xyz = mul(vec3(a_TexCoord.xy, 1.0), xform);
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#endif
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}
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Reference in New Issue
Block a user