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

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#if KERNEL == 0
varying vec2 v_TexCoord[13];
#endif
#if KERNEL == 1
varying vec2 v_TexCoord[7];
#endif
#if KERNEL == 2
varying vec2 v_TexCoord[3];
#endif
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
void main() {
#if KERNEL == 0
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.006299 +
texSample2D(g_Texture0, v_TexCoord[1]) * 0.017298 +
texSample2D(g_Texture0, v_TexCoord[2]) * 0.039533 +
texSample2D(g_Texture0, v_TexCoord[3]) * 0.075189 +
texSample2D(g_Texture0, v_TexCoord[4]) * 0.119007 +
texSample2D(g_Texture0, v_TexCoord[5]) * 0.156756 +
texSample2D(g_Texture0, v_TexCoord[6]) * 0.171834 +
texSample2D(g_Texture0, v_TexCoord[7]) * 0.156756 +
texSample2D(g_Texture0, v_TexCoord[8]) * 0.119007 +
texSample2D(g_Texture0, v_TexCoord[9]) * 0.075189 +
texSample2D(g_Texture0, v_TexCoord[10]) * 0.039533 +
texSample2D(g_Texture0, v_TexCoord[11]) * 0.017298 +
texSample2D(g_Texture0, v_TexCoord[12]) * 0.006299;
#endif
#if KERNEL == 1
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.071303 +
texSample2D(g_Texture0, v_TexCoord[1]) * 0.131514 +
texSample2D(g_Texture0, v_TexCoord[2]) * 0.189879 +
texSample2D(g_Texture0, v_TexCoord[3]) * 0.214607 +
texSample2D(g_Texture0, v_TexCoord[4]) * 0.189879 +
texSample2D(g_Texture0, v_TexCoord[5]) * 0.131514 +
texSample2D(g_Texture0, v_TexCoord[6]) * 0.071303;
#endif
#if KERNEL == 2
vec4 albedo = texSample2D(g_Texture0, v_TexCoord[0]) * 0.27901 +
texSample2D(g_Texture0, v_TexCoord[1]) * 0.44198 +
texSample2D(g_Texture0, v_TexCoord[2]) * 0.27901;
#endif
gl_FragColor = albedo;
}

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// [COMBO] {"material":"ui_editor_properties_kernel_size","combo":"KERNEL","type":"options","default":2,"options":{"13x13":0,"7x7":1,"3x3":2}}
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec2 g_Scale; // {"material":"ui_editor_properties_scale","default":"1 1","linked":true,"range":[0.01, 2.0]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
#if KERNEL == 0
varying vec2 v_TexCoord[13];
#endif
#if KERNEL == 1
varying vec2 v_TexCoord[7];
#endif
#if KERNEL == 2
varying vec2 v_TexCoord[3];
#endif
uniform vec4 g_Texture0Resolution;
void main() {
#if VERTICAL
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
#else
gl_Position = vec4(a_Position, 1.0);
#endif
#if VERTICAL
float offsetX = 0.0f;
float offsetY = g_Scale.y / g_Texture0Resolution.w;
#else
float offsetX = g_Scale.x / g_Texture0Resolution.z;
float offsetY = 0.0f;
#endif
#if KERNEL == 0
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 6.0, a_TexCoord.y - offsetY * 6.0);
v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 5.0, a_TexCoord.y - offsetY * 5.0);
v_TexCoord[2] = vec2(a_TexCoord.x - offsetX * 4.0, a_TexCoord.y - offsetY * 4.0);
v_TexCoord[3] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
v_TexCoord[4] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
v_TexCoord[5] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
v_TexCoord[6] = vec2(a_TexCoord.x, a_TexCoord.y);
v_TexCoord[7] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
v_TexCoord[8] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
v_TexCoord[9] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
v_TexCoord[10] = vec2(a_TexCoord.x + offsetX * 4.0, a_TexCoord.y + offsetY * 4.0);
v_TexCoord[11] = vec2(a_TexCoord.x + offsetX * 5.0, a_TexCoord.y + offsetY * 5.0);
v_TexCoord[12] = vec2(a_TexCoord.x + offsetX * 6.0, a_TexCoord.y + offsetY * 6.0);
#endif
#if KERNEL == 1
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX * 3.0, a_TexCoord.y - offsetY * 3.0);
v_TexCoord[1] = vec2(a_TexCoord.x - offsetX * 2.0, a_TexCoord.y - offsetY * 2.0);
v_TexCoord[2] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
v_TexCoord[3] = vec2(a_TexCoord.x, a_TexCoord.y);
v_TexCoord[4] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
v_TexCoord[5] = vec2(a_TexCoord.x + offsetX * 2.0, a_TexCoord.y + offsetY * 2.0);
v_TexCoord[6] = vec2(a_TexCoord.x + offsetX * 3.0, a_TexCoord.y + offsetY * 3.0);
#endif
#if KERNEL == 2
v_TexCoord[0] = vec2(a_TexCoord.x - offsetX, a_TexCoord.y - offsetY);
v_TexCoord[1] = vec2(a_TexCoord.x, a_TexCoord.y);
v_TexCoord[2] = vec2(a_TexCoord.x + offsetX, a_TexCoord.y + offsetY);
#endif
}

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// [COMBO] {"material":"ui_editor_properties_shading","combo":"SHADING","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
#include "common.h"
#include "common_blending.h"
varying vec4 v_TexCoord;
varying vec4 v_TexCoordClouds;
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"ui_editor_properties_albedo","default":"util/clouds_256"}
uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"MASK"}
uniform float g_CloudsAlpha; // {"material":"ui_editor_properties_alpha","default":1.0,"range":[0.01, 1]}
uniform float g_CloudThreshold; // {"material":"ui_editor_properties_threshold","default":0.2,"range:":[0,1]}
uniform float g_CloudFeather; // {"material":"ui_editor_properties_feather","default":0.1,"range":[0,1]}
uniform float g_CloudShading; // {"material":"ui_editor_properties_shading","default":0.5,"range":[0,1]}
uniform float g_ShadingDirection; // {"material":"ui_editor_properties_shading_direction","default":0,"range":[0,6.28]}
uniform vec3 g_Color1; // {"material":"ui_editor_properties_color_start","default":"1 1 1","type":"color"}
uniform vec3 g_Color2; // {"material":"ui_editor_properties_color_end","default":"0 0 0","type":"color"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
float cloud0 = texSample2D(g_Texture1, v_TexCoordClouds.xy).r;
float cloud1 = texSample2D(g_Texture1, v_TexCoordClouds.zw).r;
float cloudBlend = cloud0 * cloud1;
vec3 cloudColor = CAST3(1.0);
#if SHADING == 1
float light = 0.0;
vec2 cloudDeltas = vec2(ddx(cloudBlend), ddy(cloudBlend));
float shadingLength = length(cloudDeltas);
if (shadingLength > 0.001)
{
cloudDeltas /= shadingLength;
vec2 direction = rotateVec2(vec2(0, -1.0), g_ShadingDirection);
light = dot(direction, cloudDeltas) * 0.5 + 0.5;
}
light = mix(0.5, light, g_CloudShading);
cloudColor = mix(g_Color2, g_Color1, light);
#endif
cloudBlend = smoothstep(g_CloudThreshold, g_CloudThreshold + g_CloudFeather, cloudBlend);
float blend = cloudBlend * g_CloudsAlpha;
#if MASK == 1
blend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
#endif
albedo.a = blend;
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, cloudColor, blend);
#if BLENDMODE == 0
albedo.a = 1.0;
#endif
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
#if MASK == 1
uniform vec4 g_Texture2Resolution;
#endif
uniform float g_Time;
uniform vec2 g_CloudSpeeds; // {"material":"ui_editor_properties_speed","default":"0.01 -0.02"}
uniform vec2 g_CloudScales; // {"material":"ui_editor_properties_scale","default":"1.3 0.5"}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec4 v_TexCoordClouds;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord.xyxy;
float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
v_TexCoordClouds.xy = (a_TexCoord + g_Time * g_CloudSpeeds.x) * g_CloudScales.x;
v_TexCoordClouds.zw = (a_TexCoord + g_Time * g_CloudSpeeds.y) * g_CloudScales.y;
v_TexCoordClouds.zw = vec2(-v_TexCoordClouds.w, v_TexCoordClouds.z);
#if MASK == 1
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
}

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varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Previous framebuffer","hidden":true}
uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"MASK"}
uniform float g_Amount; // {"material":"Accumulation rate","default":0.8,"range":[0.01, 1]}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 pastAlbedo = texSample2D(g_Texture1, v_TexCoord.xy);
float rate = g_Amount;
#if MASK == 1
float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
rate = g_Amount + (1.0 - g_Amount) * (1.0 - mask);
#endif
gl_FragColor = mix(pastAlbedo, albedo, rate);
}

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#if MASK == 1
uniform vec4 g_Texture2Resolution;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
void main() {
gl_Position = vec4(a_Position, 1.0);
v_TexCoord.xyzw = a_TexCoord.xyxy;
#if MASK == 1
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
}

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varying vec2 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
}

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// [COMBO] {"material":"ui_editor_properties_repeat","combo":"REPEAT","type":"options","default":1}
varying vec3 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
void main() {
vec2 texCoord = v_TexCoord.xy / v_TexCoord.z;
#if REPEAT
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

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// [COMBO] {"material":"ui_editor_properties_mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
uniform float g_Top; // {"material":"ui_editor_properties_top","default":0,"range":[-0.49,0.49]}
uniform float g_Bottom; // {"material":"ui_editor_properties_bottom","default":0,"range":[-0.49,0.49]}
uniform float g_Left; // {"material":"ui_editor_properties_left","default":0,"range":[-0.49,0.49]}
uniform float g_Right; // {"material":"ui_editor_properties_right","default":0,"range":[-0.49,0.49]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec3 v_TexCoord;
void main() {
vec3 position = a_Position;
v_TexCoord.xy = a_TexCoord;
v_TexCoord.z = 1.0;
#if MODE == 1
position.x += mix(g_Texture0Resolution.z * g_Top * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
g_Texture0Resolution.z * g_Bottom * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
step(0.5, a_TexCoord.y));
position.y += mix(g_Texture0Resolution.w * -g_Left * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
g_Texture0Resolution.w * -g_Right * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
step(0.5, a_TexCoord.x));
#endif
vec2 p3 = vec2(g_Top, g_Left);
vec2 p2 = vec2(1 - g_Top, g_Right);
vec2 p1 = vec2(1 - g_Bottom, 1 - g_Right);
vec2 p0 = vec2(g_Bottom, 1 - g_Left);
float ax = p2.x - p0.x;
float ay = p2.y - p0.y;
float bx = p3.x - p1.x;
float by = p3.y - p1.y;
float cross = ax * by - ay * bx;
float cy = p0.y - p1.y;
float cx = p0.x - p1.x;
float s = (ax * cy - ay * cx) / cross;
float t = (bx * cy - by * cx) / cross;
float q0 = 1 / (1 - t);
float q1 = 1 / (1 - s);
float q2 = 1 / t;
float q3 = 1 / s;
float q = mix(
mix(q3, q2, a_TexCoord.x),
mix(q0, q1, a_TexCoord.x),
a_TexCoord.y
);
v_TexCoord.xy = a_TexCoord;
#if MODE == 0
v_TexCoord -= 0.5;
v_TexCoord.x *= 0.5 / (0.5 - mix(g_Top, g_Bottom, step(0.5, a_TexCoord.y)));
v_TexCoord.y *= 0.5 / (0.5 - mix(g_Left, g_Right, step(0.5, a_TexCoord.x)));
v_TexCoord += 0.5;
#endif
v_TexCoord.xy *= q;
v_TexCoord.z = q;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
}

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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":2}
#include "common_blending.h"
varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white","combo":"MASK"}
uniform float g_BlendAlpha; // {"material":"ui_editor_properties_alpha","default":1,"range":[0,1]}
uniform vec3 g_TintColor; // {"material":"ui_editor_properties_color", "type": "color", "default":"1 1 1"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
float mask = g_BlendAlpha;
#if MASK
mask = texSample2D(g_Texture1, v_TexCoord.zw);
#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
}