This commit is contained in:
2025-04-29 13:39:02 -05:00
commit 9cbb583982
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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
// [COMBO] {"material":"ui_editor_properties_transform","combo":"TRANSFORMUV","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_transform_repeat","combo":"TRANSFORMREPEAT","type":"options","default":0,"options":{"ui_editor_properties_clip":0,"ui_editor_properties_repeat":1,"ui_editor_properties_clamp_uvs":2}}
// [COMBO] {"material":"ui_editor_properties_write_alpha","combo":"WRITEALPHA","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_edge_glow","combo":"EDGEGLOW","type":"options","default":0}
#include "common_blending.h"
varying vec4 v_TexCoord;
uniform float g_Multiply; // {"material":"multiply","label":"ui_editor_properties_blend_amount","default":1,"range":[0.0, 1.0]}
uniform float g_GradientScale; // {"material":"gradientscale","label":"ui_editor_properties_gradient_scale","default":0.05,"range":[0.01, 0.25]}
uniform float g_AlphaMultiply; // {"material":"alpha","label":"ui_editor_properties_alpha","default":1,"range":[0.0, 1.0]}
uniform float g_EdgeBrightness; // {"material":"edgebrightness","label":"ui_editor_properties_edge_brightness","default":1,"range":[0.0, 5.0]}
uniform vec3 g_EdgeColor; // {"material":"edgecolor","label":"ui_editor_properties_edge_color","default":"1 0.75 0","type":"color"}
#if OPACITYMASK == 1
varying vec2 v_TexCoordOpacity;
#endif
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_blend_texture","mode":"rgbmask","default":"util/white"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_gradient_mask","mode":"opacitymask","default":"util/clouds_256","paintdefaultcolor":"0 0 0 1"}
uniform sampler2D g_Texture3; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"OPACITYMASK","paintdefaultcolor":"0 0 0 1"}
float GetUVBlend(vec2 uv)
{
#if TRANSFORMUV == 1 && TRANSFORMREPEAT == 0
return step(0.99, dot(step(CAST2(0.0), uv) * step(uv, CAST2(1.0)), CAST2(0.5)));
#endif
return 1.0;
}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec2 blendUV = v_TexCoord.zw;
#if TRANSFORMUV == 1 && TRANSFORMREPEAT == 1
blendUV = frac(blendUV);
#endif
vec4 blendColors = texSample2D(g_Texture1, blendUV);
float blend = 1.0;
float gradient = texSample2D(g_Texture2, blendUV).r;
blend = smoothstep(saturate(gradient - g_GradientScale), saturate(gradient + g_GradientScale), g_Multiply);
#if OPACITYMASK == 1
float mask = texSample2D(g_Texture3, v_TexCoordOpacity).r;
blend *= mask;
#endif
float blendAlpha = GetUVBlend(blendUV) * blend * blendColors.a;
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, blendColors.rgb, blendAlpha);
#if EDGEGLOW
float burnWidth = g_GradientScale * 0.5;
float burnAmount = step(gradient - burnWidth, g_Multiply) *
step(g_Multiply, gradient + burnWidth) *
step(0.01, g_Multiply) *
step(g_Multiply, 0.999);
#if OPACITYMASK == 1
burnAmount *= mask;
#endif
albedo.rgb = max(CAST3(0.0), mix(albedo.rgb, g_EdgeColor, burnAmount * g_EdgeBrightness));
#endif
#if WRITEALPHA
albedo.a = blendColors.a * g_AlphaMultiply;
#endif
gl_FragColor = albedo;
}

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#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
uniform vec4 g_Texture2Resolution;
uniform vec4 g_Texture3Resolution;
uniform vec4 g_Texture4Resolution;
uniform vec4 g_Texture5Resolution;
uniform vec4 g_Texture6Resolution;
#if OPACITYMASK == 1
uniform vec4 g_Texture7Resolution;
varying vec2 v_TexCoordOpacity;
#endif
#if TRANSFORMUV == 1
uniform vec4 g_Texture0Resolution;
#endif
uniform vec2 g_BlendOffset; // {"material":"blendoffset","label":"ui_editor_properties_offset","default":"0 0"}
uniform float g_BlendAngle; // {"material":"blendangle","label":"ui_editor_properties_angle","default":0,"range":[0,6.28]}
uniform float g_BlendScale; // {"material":"blendscale","label":"ui_editor_properties_scale","default":1,"range":[0.01,2]}
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);
#if TRANSFORMUV == 1
vec2 scaleA = g_Texture0Resolution.zw / g_Texture1Resolution.zw;
v_TexCoord.zw -= (g_BlendOffset - (g_Texture0Resolution.zw - g_Texture1Resolution.zw) * 0.5) / g_Texture0Resolution.zw;
v_TexCoord.zw -= CAST2(0.5);
v_TexCoord.zw = rotateVec2(v_TexCoord.zw, g_BlendAngle);
v_TexCoord.zw *= scaleA / g_BlendScale;
v_TexCoord.zw += CAST2(0.5);
#endif
#if OPACITYMASK == 1
v_TexCoordOpacity = vec2(v_TexCoord.x * g_Texture7Resolution.z / g_Texture7Resolution.x,
v_TexCoord.y * g_Texture7Resolution.w / g_Texture7Resolution.y);
#endif
}

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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":30}
#include "common_blending.h"
varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform float g_BlendAlpha; // {"material":"alpha", "label":"ui_editor_properties_alpha","default":1,"range":[0,1]}
uniform vec3 g_TintColor; // {"material":"color", "label":"ui_editor_properties_color", "type": "color", "default":"1 0 0"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
float mask = g_BlendAlpha;
#if MASK
mask *= texSample2D(g_Texture1, v_TexCoord.zw).r;
#endif
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, mask);
#if BLENDMODE == 0
albedo.a = 1.0;
#endif
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
#if MASK
uniform vec4 g_Texture1Resolution;
#endif
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 = a_TexCoord.xyxy;
#if MASK
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#endif
}

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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":12}
// [COMBO] {"material":"ui_editor_properties_greyscale","combo":"GREYSCALE","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_artifacts_negated","combo":"INVERTARTIFACTS","type":"options","default":1}
#include "common.h"
#include "common_blending.h"
varying vec4 v_TexCoord;
varying vec2 v_TexCoordGlitchBase;
varying vec4 v_TexCoordGlitch;
varying vec4 v_TexCoordNoise;
varying vec4 v_TexCoordVHSNoise;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","paintdefaultcolor":"0 0 0 1","combo":"MASK"}
uniform float g_Time;
uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":0.3,"range":[0.01, 1.0]}
uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_alpha","default":1.0,"range":[0.0, 2.0]}
uniform float g_DistortionStrength; // {"material":"distortionstrength","label":"ui_editor_properties_distortion_strength","default":1.0,"range":[0.0, 2.0]}
uniform float g_DistortionSpeed; // {"material":"distortionspeed","label":"ui_editor_properties_distortion_speed","default":1,"range":[0.0, 2.0]}
uniform float g_DistortionWidth; // {"material":"distortionwidth","label":"ui_editor_properties_distortion_width","default":1.0,"range":[0.0, 2.0]}
uniform float g_ArtifactsScale; // {"material":"artifacts","label":"ui_editor_properties_artifacts","default":1.5,"range":[0.0, 3.0]}
void main() {
float dblend = sin(g_Time);
dblend = sign(dblend) * pow(abs(max(0.00001, dblend)), 4.0);
vec2 distortion = vec2(dblend *
g_DistortionStrength * 0.02 *
smoothstep(0.01 * g_DistortionWidth, 0.0, abs(frac(g_Time * g_DistortionSpeed) - v_TexCoord.y)),
0.0);
distortion *= g_NoiseAlpha;
vec4 albedo;
float vhsBlend = 1.0;
#if MASK == 1
vhsBlend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
vec4 orig = texSample2D(g_Texture0, v_TexCoord.xy + distortion * vhsBlend);
albedo.ga = texSample2D(g_Texture0, v_TexCoordGlitchBase + distortion * vhsBlend).ga;
#else
vec4 orig = texSample2D(g_Texture0, v_TexCoord.xy + distortion);
albedo.ga = orig.ga;
#endif
albedo.r = texSample2D(g_Texture0, v_TexCoordGlitch.xy + distortion).r;
albedo.b = texSample2D(g_Texture0, v_TexCoordGlitch.zw + distortion).b;
vec3 noise = texSample2D(g_Texture1, v_TexCoordNoise.xy).rgb;
vec3 noise2 = texSample2D(g_Texture1, v_TexCoordNoise.zw).gbr;
#if GREYSCALE == 1
noise = CAST3(greyscale(noise));
noise2 = CAST3(greyscale(noise2));
#endif
noise = saturate(noise * noise2);
float blend = 0.1;
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, noise, blend);
albedo.rgb = BlendOpacity(albedo.rgb, smoothstep(0.7, 1.0, noise), BlendLinearDodge, blend);
vec2 vhsNoise = texSample2D(g_Texture1, v_TexCoordVHSNoise.xy).rg;
vec2 vhsNoise2 = texSample2D(g_Texture1, v_TexCoordVHSNoise.zw).rg;
float artifactLimiter = pow(max(g_ArtifactsScale, 0.0001), 0.2);
float artifactsAlpha = step(0.001, g_NoiseScale) * step(0.9, vhsNoise.x * artifactLimiter) * step(0.9, vhsNoise2.x * artifactLimiter) * vhsNoise.y * vhsNoise2.y;
#if INVERTARTIFACTS
albedo.rgb = mix(albedo.rgb, CAST3(1.0 - albedo.rgb), artifactsAlpha);
#else
albedo.rgb += CAST3(artifactsAlpha);
#endif
gl_FragColor = mix(orig, albedo, g_NoiseAlpha * vhsBlend);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
#if MASK == 1
uniform vec4 g_Texture2Resolution;
#endif
uniform float g_Time;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec2 v_TexCoordGlitchBase;
varying vec4 v_TexCoordGlitch;
varying vec4 v_TexCoordNoise;
varying vec4 v_TexCoordVHSNoise;
uniform float g_NoiseScale; // {"material":"scale","label":"ui_editor_properties_scale","default":0.3,"range":[0.01, 1.0]}
uniform float g_Chromatic; // {"material":"chromatic","label":"ui_editor_properties_chromatic_aberration","default":0.1,"range":[0.0, 1.0]}
uniform float g_ArtifactsScale; // {"material":"artifacts","label":"ui_editor_properties_artifacts","default":1.5,"range":[0.0, 3.0]}
uniform float g_NoiseAlpha; // {"material":"strength","label":"ui_editor_properties_alpha","default":1.0,"range":[0.0, 2.0]}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
float t = frac(g_Time);
v_TexCoord = a_TexCoord.xyxy;
v_TexCoordNoise.xy = (a_TexCoord.xy + t) * g_NoiseScale;
v_TexCoordNoise.zw = (a_TexCoord.xy - t * 2.5) * g_NoiseScale * 0.52;
v_TexCoordNoise *= vec4(aspect, 1.0, aspect, 1.0);
#if MASK == 1
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
a_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
v_TexCoordVHSNoise.xy = v_TexCoordNoise.xy * vec2(0.1, 10) * g_ArtifactsScale;
v_TexCoordVHSNoise.zw = v_TexCoordNoise.zw * vec2(0.01, 2) * g_ArtifactsScale;
v_TexCoordGlitch = v_TexCoord.xyxy;
vec3 glitchOffset = g_Chromatic * smoothstep(0, 2, 1 + 0.5 * sin(g_Time * vec3(11, 7, 13) * 2)) * vec3(0.0019, 0.0021, 0.0017);
v_TexCoordGlitch.y += 0.004 * g_Chromatic + glitchOffset.x;
v_TexCoordGlitch.xz += glitchOffset.xy + vec2(0.005, -0.0005) * g_Chromatic;
v_TexCoordGlitch.z -= glitchOffset.z + 0.006 * g_Chromatic;
v_TexCoordGlitch.w -= 0.0045 * g_Chromatic;
v_TexCoordGlitchBase.x = v_TexCoord.x + glitchOffset.z * min(1.0, g_NoiseAlpha);
v_TexCoordGlitchBase.y = v_TexCoord.y - glitchOffset.z * min(1.0, g_NoiseAlpha);
}