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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":31}
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// [COMBO] {"material":"ui_editor_properties_write_alpha","combo":"WRITEALPHA","type":"options","default":0}
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// [COMBO] {"material":"ui_editor_properties_direction","combo":"RAYMODE","type":"options","default":0,"options":{"ui_editor_properties_linear":0,"ui_editor_properties_radial":1,"ui_editor_properties_corner":2}}
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// [COMBO] {"material":"ui_editor_properties_rendering","combo":"RENDERING","type":"options","default":0,"options":{"ui_editor_properties_color":0,"ui_editor_properties_gradient":1}}
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#include "common_fragment.h"
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#include "common_blending.h"
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varying vec2 v_TexCoord;
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varying vec3 v_TexCoordFx;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_noise","default":"util/noise"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_gradient_map","default":"gradient/gradient_iridescent","formatcombo":true,"require":{"RENDERING":1}}
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uniform float g_Time;
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uniform float g_Speed; // {"material":"rayspeed","label":"ui_editor_properties_speed","default":0.2,"range":[0.1, 1.0]}
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uniform vec2 g_Scale; // {"material":"rayscale","label":"ui_editor_properties_scale","default":"0.5 0.1","linked":true,"range":[0.1, 2.0]}
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uniform float g_Smoothness; // {"material":"raysmoothness","label":"ui_editor_properties_smoothness","default":0.75,"range":[0.1, 1.0]}
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uniform vec2 g_Feather; // {"material":"rayfeather","label":"ui_editor_properties_feather","default":"0.05 0.2","linked":true,"range":[0.0, 0.5]}
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uniform float g_Radius; // {"material":"rayradius","label":"ui_editor_properties_radius","default":0.5,"range":[0.0, 1.0]}
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uniform float g_NoiseScale; // {"material":"noisescale","label":"ui_editor_properties_noise_scale","default":1.0,"range":[0.0, 5.0]}
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uniform float g_NoiseAmount; // {"material":"noiseamount","label":"ui_editor_properties_noise_amount","default":0.33,"range":[0.0, 1.0]}
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uniform float g_Intensity; // {"material":"colorwintensity","label":"ui_editor_properties_intensity","default":1,"range":[0.01, 10.0]}
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uniform float g_Exponent; // {"material":"colorwexponent","label":"ui_editor_properties_exponent","default":0.5,"range":[0.2, 2.0]}
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uniform vec3 g_ColorRaysStart; // {"material":"colorstart","label":"ui_editor_properties_color_start","default":"1 1 1","type":"color"}
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uniform vec3 g_ColorRaysEnd; // {"material":"colorend","label":"ui_editor_properties_color_end","default":"0.5 0.8 1","type":"color"}
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void main() {
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vec2 fxCoord = v_TexCoordFx.xy / v_TexCoordFx.z;
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
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float mask = step(0.0, v_TexCoordFx.z);
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#if RAYMODE == 1
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vec2 rayCenter = vec2(0.5, 0.5);
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vec2 rayDelta = fxCoord - rayCenter;
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fxCoord.x = atan2(rayDelta.y, rayDelta.x) / 6.283185 + 0.5;
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fxCoord.y = length(rayDelta) * 2.0;
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//fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
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fxCoord.y = smoothstep(g_Radius, 1.0, fxCoord.y);
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fxCoord.y = (fxCoord.y - 0.0001) * 1.00021;
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vec2 fxCoordRef = fxCoord;
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mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
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mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
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#elif RAYMODE == 2
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vec2 rayCenter = vec2(0, 0);
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vec2 rayDelta = fxCoord - rayCenter;
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fxCoord.x = atan2(rayDelta.y, rayDelta.x) / 6.283185 * 4;
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fxCoord.y = max(rayDelta.x, rayDelta.y);
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//fxCoord.y = length(rayDelta);
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fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
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fxCoord.y = smoothstep(g_Radius, 1.0, fxCoord.y);
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vec2 fxCoordRef = fxCoord;
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mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
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mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
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#else
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//fxCoord.y += texSample2D(g_Texture1, vec2(fxCoord.x * 0.054111 * g_NoiseScale, 0)).r * g_NoiseAmount - (g_NoiseAmount * 0.5);
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vec2 fxCoordRef = fxCoord;
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mask *= smoothstep(0.50001, 0.5 - g_Feather.x, abs(fxCoord.x - 0.5));
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mask *= smoothstep(0.50001, 0.5 - g_Feather.y, abs(fxCoord.y - 0.5));
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#endif
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float grad = 1.0 - fxCoord.y;
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mask *= grad;
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vec2 fxCoord2 = fxCoord;
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fxCoord.xy *= vec2(0.054111 * g_Scale.x, 0.003111 * g_Scale.y);
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fxCoord2.xy *= vec2(0.07333 * g_Scale.x, 0.005967111 * g_Scale.y);
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fxCoord.xy += g_Time * g_Speed * vec2(0.003, 0.000375111);
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fxCoord2.xy -= g_Time * g_Speed * vec2(0.0047111, 0.0007399);
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float fx0 = texSample2D(g_Texture1, fxCoord).r;
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float fx1 = texSample2D(g_Texture1, fxCoord2).r;
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float fx = fx0 * fx1;
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fx = pow(fx, g_Exponent);
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fx = smoothstep((1.0 - g_Smoothness) * 0.29999, 0.3 + g_Smoothness * 0.7, fx);
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#if RENDERING == 0
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vec3 fxColor = mix(g_ColorRaysEnd, g_ColorRaysStart, fx) * g_Intensity;
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#else
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vec2 gradientUVs = vec2(fxCoordRef.y, 0);
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#if TEX2FORMAT == FORMAT_R8 || TEX2FORMAT == FORMAT_RG88
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vec3 gradColor = texSample2D(g_Texture2, gradientUVs).rrr;
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#else
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vec3 gradColor = texSample2D(g_Texture2, gradientUVs).rgb;
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#endif
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vec3 fxColor = gradColor * g_Intensity;
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#endif
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fx *= mask;
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, fxColor, fx);
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albedo.a = max(albedo.a, fx);
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#if WRITEALPHA
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albedo.a = fx;
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#endif
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,25 @@
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#include "common.h"
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#include "common_perspective.h"
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0.67728 0.01297"}
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uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"0.76007 0.14043"}
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uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"0.46654 1.09592"}
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uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0.16363 0.44881"}
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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 vec3 v_TexCoordFx;
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void main() {
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mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
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v_TexCoord.xy = a_TexCoord.xy;
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v_TexCoordFx = mul(vec3(a_TexCoord.xy, 1.0), xform);
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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}
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