This commit is contained in:
2025-04-29 13:39:02 -05:00
commit 9cbb583982
2257 changed files with 77258 additions and 0 deletions

View File

@@ -0,0 +1,18 @@
// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
#include "common_blending.h"
varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Color mask","mode":"rgbmask","default":"util/white"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, mask.a);
gl_FragColor = albedo;
}

View File

@@ -0,0 +1,15 @@
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);
}

View File

@@ -0,0 +1,13 @@
varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
albedo.a *= mask;
gl_FragColor = albedo;
}

View File

@@ -0,0 +1,15 @@
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);
}

View File

@@ -0,0 +1,10 @@
varying vec2 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
void main() {
vec2 texCoord = frac(v_TexCoord + v_Scroll);
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

View File

@@ -0,0 +1,21 @@
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform float g_ScrollX; // {"material":"Speed X","default":0.2,"range":[-2,2]}
uniform float g_ScrollY; // {"material":"Speed Y","default":0.2,"range":[-2,2]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
varying vec2 v_Scroll;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
vec2 scroll = vec2(g_ScrollX, g_ScrollY);
scroll = sign(scroll) * pow(vec2(g_ScrollX, g_ScrollY), CAST2(2.0));
v_Scroll = scroll * g_Time;
}

View File

@@ -0,0 +1,14 @@
// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
varying vec2 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
void main() {
vec2 texCoord = v_TexCoord;
#if CLAMP
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

View File

@@ -0,0 +1,29 @@
// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
void main() {
vec3 position = a_Position;
#if MODE == 1
position.xy = rotateVec2(position.xy - CAST2(0.5), g_Speed * g_Time) + CAST2(0.5);
#endif
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
#if MODE == 0
v_TexCoord = rotateVec2(v_TexCoord - CAST2(0.5), g_Speed * g_Time) + CAST2(0.5);
#endif
}

View File

@@ -0,0 +1,14 @@
// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":0}
varying vec2 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
void main() {
vec2 texCoord = v_TexCoord;
#if CLAMP
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

View File

@@ -0,0 +1,35 @@
// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec2 g_Offset; // {"material":"Offset","default":"0 0"}
uniform vec2 g_Scale; // {"material":"Scale","default":"1 1"}
uniform float g_Direction; // {"material":"Angle","default":0,"range":[0,6.28]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
vec2 applyFx(vec2 v) {
v = rotateVec2(v - CAST2(0.5), g_Direction);
return (v + g_Offset) * g_Scale + CAST2(0.5);
}
void main() {
vec3 position = a_Position;
#if MODE == 1
position.xy = applyFx(position.xy);
#endif
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
#if MODE == 0
v_TexCoord = applyFx(v_TexCoord);
#endif
}