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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Color mask","mode":"rgbmask","default":"util/white"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, mask.a);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,15 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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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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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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}
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@@ -0,0 +1,13 @@
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varying vec4 v_TexCoord;
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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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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo.a *= mask;
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,15 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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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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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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}
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@@ -0,0 +1,10 @@
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varying vec2 v_TexCoord;
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varying vec2 v_Scroll;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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vec2 texCoord = frac(v_TexCoord + v_Scroll);
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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@@ -0,0 +1,21 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform float g_Time;
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uniform float g_ScrollX; // {"material":"Speed X","default":0.2,"range":[-2,2]}
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uniform float g_ScrollY; // {"material":"Speed Y","default":0.2,"range":[-2,2]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord;
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varying vec2 v_Scroll;
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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;
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vec2 scroll = vec2(g_ScrollX, g_ScrollY);
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scroll = sign(scroll) * pow(vec2(g_ScrollX, g_ScrollY), CAST2(2.0));
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v_Scroll = scroll * g_Time;
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}
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@@ -0,0 +1,14 @@
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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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vec2 texCoord = v_TexCoord;
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#if CLAMP
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texCoord = frac(texCoord);
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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 +1,29 @@
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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
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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 float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord;
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void main() {
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vec3 position = a_Position;
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#if MODE == 1
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position.xy = rotateVec2(position.xy - CAST2(0.5), g_Speed * g_Time) + CAST2(0.5);
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#endif
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord = a_TexCoord;
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#if MODE == 0
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v_TexCoord = rotateVec2(v_TexCoord - CAST2(0.5), g_Speed * g_Time) + CAST2(0.5);
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#endif
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}
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@@ -0,0 +1,14 @@
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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":0}
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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void main() {
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vec2 texCoord = v_TexCoord;
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#if CLAMP
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texCoord = frac(texCoord);
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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 +1,35 @@
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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
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#include "common.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec2 g_Offset; // {"material":"Offset","default":"0 0"}
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uniform vec2 g_Scale; // {"material":"Scale","default":"1 1"}
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uniform float g_Direction; // {"material":"Angle","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 vec2 v_TexCoord;
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vec2 applyFx(vec2 v) {
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v = rotateVec2(v - CAST2(0.5), g_Direction);
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return (v + g_Offset) * g_Scale + CAST2(0.5);
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}
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void main() {
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vec3 position = a_Position;
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#if MODE == 1
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position.xy = applyFx(position.xy);
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#endif
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord = a_TexCoord;
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#if MODE == 0
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v_TexCoord = applyFx(v_TexCoord);
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#endif
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}
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