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// [COMBO] {"material":"ui_editor_properties_blur_alpha","combo":"BLURALPHA","type":"options","default":1}
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#include "common_blur.h"
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varying vec2 v_TexCoord;
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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 float u_Scale; // {"default":1,"label":"ui_editor_properties_scale","material":"scale","range":[0.01,2.0]}
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uniform vec2 u_Center; // {"label":"ui_editor_properties_center","material":"center","position":true,"default":"0.5 0.5"}
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#if MASK
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varying vec2 v_TexCoordMask;
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#endif
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void main() {
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#if KERNEL == 0
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vec4 albedo = blurRadial13a(v_TexCoord.xy, u_Center, u_Scale);
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#endif
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#if KERNEL == 1
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vec4 albedo = blurRadial7a(v_TexCoord.xy, u_Center, u_Scale);
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#endif
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#if KERNEL == 2
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vec4 albedo = blurRadial3a(v_TexCoord.xy, u_Center, u_Scale);
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#endif
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#if MASK || BLURALPHA == 0
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vec4 prev = texSample2D(g_Texture0, v_TexCoord.xy);
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#endif
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#if MASK
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albedo = mix(prev, albedo, texSample2D(g_Texture1, v_TexCoordMask.xy).r);
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#endif
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#if BLURALPHA == 0
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albedo.a = prev.a;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,24 @@
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// [COMBO] {"material":"ui_editor_properties_kernel_size","combo":"KERNEL","type":"options","default":0,"options":{"13":0,"7":1,"3":2}}
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uniform mat4 g_ModelViewProjectionMatrix;
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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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#if MASK
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uniform vec4 g_Texture2Resolution;
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varying vec2 v_TexCoordMask;
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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.xy = a_TexCoord;
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#if MASK
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v_TexCoordMask.xy = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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