stuff
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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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@@ -0,0 +1,58 @@
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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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