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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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
#include "common_blending.h"
varying vec4 v_TexCoord;
varying vec3 v_PointerUV;
uniform float g_Multiply; // {"material":"ui_editor_properties_multiply","default":1,"range":[0.0, 10.0]}
uniform float g_PointerScale; // {"material":"ui_editor_particle_element_exponent","default":5,"range":[0.01, 20.0]}
#if OPACITYMASK == 1
varying vec2 v_TexCoordOpacity;
#endif
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"ui_editor_properties_blend_texture","mode":"rgbmask","default":"util/white"}
uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_sprite","default":"particle/halo"}
uniform sampler2D g_Texture3; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"OPACITYMASK"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
float blend = mask.a * g_Multiply;
#if OPACITYMASK == 1
blend *= texSample2D(g_Texture3, v_TexCoordOpacity).r;
#endif
// Complete unproject per pixel
vec2 unprojectedUVs = v_PointerUV.xy / v_PointerUV.z;
vec2 texS = v_TexCoord.xy;
texS.y = 1.0 - texS.y;
unprojectedUVs = (texS - unprojectedUVs);
unprojectedUVs = saturate(unprojectedUVs);
// Scale sprite image around center
unprojectedUVs -= 0.5;
unprojectedUVs *= g_PointerScale;
unprojectedUVs += 0.5;
vec2 blendSample = texSample2D(g_Texture2, unprojectedUVs).ra;
blend *= blendSample.x * blendSample.y;
//blend = 0;
//albedo.rgb = vec3(unprojectedUVs.xy, 0);
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, blend);
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if OPACITYMASK == 1
uniform vec4 g_Texture3Resolution;
varying vec2 v_TexCoordOpacity;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
uniform mat4 g_ModelViewProjectionMatrixInverse;
uniform vec4 g_Texture0Resolution;
uniform vec2 g_PointerPosition;
varying vec3 v_PointerUV;
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);
#if OPACITYMASK == 1
v_TexCoordOpacity = vec2(v_TexCoord.x * g_Texture3Resolution.z / g_Texture3Resolution.x,
v_TexCoord.y * g_Texture3Resolution.w / g_Texture3Resolution.y);
#endif
vec2 pointer = g_PointerPosition;
pointer.y = 1.0 - pointer.y; // Flip pointer screen space Y to match texture space Y
v_PointerUV = mul(vec4(pointer * 2 - 1, 0.0, 1.0), g_ModelViewProjectionMatrixInverse).xyw;
v_PointerUV.xy *= 1.0 / g_Texture0Resolution.xy;
}