yes
This commit is contained in:
@@ -0,0 +1,62 @@
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{
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"name" : "Motion Blur",
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"description" : "Accumulates the image over time to create a motion blur effect.",
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"group" : "composite",
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//"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/motionblur_accumulation.json",
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"target" : "_rt_FullCompoBuffer2",
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"bind" :
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[
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{
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"name" : "previous",
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"index" : 0
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},
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{
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"name" : "_rt_FullCompoBuffer1",
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"index" : 1
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}
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]
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},
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{
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"command" : "copy",
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"target" : "_rt_FullCompoBuffer1",
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"source" : "_rt_FullCompoBuffer2"
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},
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{
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"material" : "materials/effects/motionblur_combine.json",
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"bind" :
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[
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{
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"name" : "_rt_FullCompoBuffer2",
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"index" : 0
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}
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]
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}
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],
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"fbos" :
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[
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{
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"name" : "_rt_FullCompoBuffer1",
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"scale" : 1,
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"format" : "rgba8888",
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"unique" : true
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},
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{
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"name" : "_rt_FullCompoBuffer2",
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"scale" : 1,
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"format" : "rgba8888"
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}
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],
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"dependencies" :
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[
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"materials/effects/motionblur_accumulation.json",
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"materials/effects/motionblur_combine.json",
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"shaders/effects/motionblur_accumulation.frag",
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"shaders/effects/motionblur_accumulation.vert",
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"shaders/effects/motionblur_combine.frag",
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"shaders/effects/motionblur_combine.vert"
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]
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}
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@@ -0,0 +1,18 @@
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{
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"name" : "Scroll",
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"description" : "Scrolls the image horizontally or vertically.",
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"group" : "image",
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"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/scroll.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/scroll.json",
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"shaders/effects/scroll.frag",
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"shaders/effects/scroll.vert"
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]
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}
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@@ -0,0 +1,18 @@
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{
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"name" : "Spin",
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"description" : "Spin the image.",
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"group" : "image",
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"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/spin.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/spin.json",
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"shaders/effects/spin.frag",
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"shaders/effects/spin.vert"
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]
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}
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@@ -0,0 +1,13 @@
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{
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"passes" :
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[
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{
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"blending" : "translucent",
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"cullmode" : "nocull",
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"depthtest" : "disabled",
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"depthwrite" : "disabled",
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"shader" : "genericimage2",
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"textures" : [ "effectpreview" ]
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}
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]
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}
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Binary file not shown.
@@ -0,0 +1,6 @@
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{
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"clampuvs" : true,
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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@@ -0,0 +1,9 @@
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{
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"passes": [{
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"shader": "effects/motionblur_accumulation",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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@@ -0,0 +1,9 @@
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{
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"passes": [{
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"shader": "effects/motionblur_combine",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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@@ -0,0 +1,9 @@
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{
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"passes": [{
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"shader": "effects/scroll",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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@@ -0,0 +1,9 @@
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{
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"passes": [{
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"shader": "effects/spin",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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@@ -0,0 +1,4 @@
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{
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"autosize" : true,
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"material" : "materials/effectpreview.json"
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}
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@@ -0,0 +1,18 @@
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{
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"file" : "scene.json",
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"general" :
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{
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"properties" :
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{
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"schemecolor" :
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{
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"order" : 0,
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"text" : "ui_browse_properties_scheme_color",
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"type" : "color",
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"value" : "0 0 0"
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}
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}
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},
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"title" : "preview",
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"type" : "scene"
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}
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@@ -0,0 +1,92 @@
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{
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"camera" :
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{
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"center" : "0.000 0.000 -1.000",
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"eye" : "0.000 0.000 0.000",
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"up" : "0.000 1.000 0.000"
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},
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"general" :
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{
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"ambientcolor" : "0.3 0.3 0.3",
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"bloom" : false,
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"bloomstrength" : 2,
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"bloomthreshold" : 0.64999997615814209,
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"cameraparallax" : false,
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"cameraparallaxamount" : 0.5,
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"cameraparallaxdelay" : 0.10000000149011612,
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"cameraparallaxmouseinfluence" : 0,
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"camerapreview" : true,
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"camerashake" : false,
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"camerashakeamplitude" : 0.5,
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"camerashakeroughness" : 1,
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"camerashakespeed" : 3,
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"clearcolor" : "0.7 0.7 0.7",
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"orthogonalprojection" :
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{
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"height" : 256,
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"width" : 256
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},
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"skylightcolor" : "0.3 0.3 0.3"
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},
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"objects" :
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[
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{
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"angles" : "0.000 0.000 0.000",
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"copybackground" : true,
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"depth" : 1,
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"effects" :
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[
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{
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"file" : "effects/scroll/effect.json",
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"passes" :
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[
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{
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"constantshadervalues" :
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{
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"Speed X" : 0.93000000715255737,
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"Speed Y" : 0
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}
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}
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]
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}
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],
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"id" : 38,
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"image" : "models/effectpreview.json",
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"name" : "",
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"origin" : "127.000 127.000 0.000",
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"parallaxDepth" : "1.000 1.000",
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"scale" : "1.000 1.000 1.000",
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"size" : "256.000 256.000",
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"visible" : true
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},
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{
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"angles" : "0.000 0.000 0.000",
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"copybackground" : true,
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"effects" :
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[
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{
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"file" : "effects/motionblur/effect.json",
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"passes" :
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[
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{
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"constantshadervalues" :
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{
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"Accumulation rate" : 0.20999999344348907
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},
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"textures" : [ null, "_rt_FullCompoBuffer1_fullscreen_15" ]
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},
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{}
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]
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}
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],
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"id" : 18,
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"image" : "models/util/fullscreenlayer.json",
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"name" : "Fullscreen",
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"origin" : "0.000 0.000 0.000",
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"parallaxDepth" : "1.000 1.000",
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"scale" : "1.000 1.000 1.000",
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"size" : "620.000 521.000",
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"visible" : true
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}
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]
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}
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@@ -0,0 +1,21 @@
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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":"Previous framebuffer","hidden":true}
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uniform sampler2D g_Texture2; // {"material":"Mask","mode":"opacitymask","default":"util/white","combo":"MASK"}
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uniform float g_Amount; // {"material":"Accumulation rate","default":0.8,"range":[0.01, 1]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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vec4 pastAlbedo = texSample2D(g_Texture1, v_TexCoord.xy);
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float rate = g_Amount;
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#if MASK == 1
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float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
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rate = g_Amount + (1.0 - g_Amount) * (1.0 - mask);
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#endif
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gl_FragColor = mix(pastAlbedo, albedo, rate);
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}
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@@ -0,0 +1,19 @@
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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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 = vec4(a_Position, 1.0);
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v_TexCoord.xyzw = a_TexCoord.xyxy;
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#if MASK == 1
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v_TexCoord.zw = 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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@@ -0,0 +1,9 @@
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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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vec4 albedo = texSample2D(g_Texture0, v_TexCoord);
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gl_FragColor = albedo;
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}
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@@ -0,0 +1,12 @@
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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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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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}
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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 +1,24 @@
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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
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varying vec4 v_TexCoord;
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varying vec2 v_TexCoordMask;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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#if MASK == 1
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","combo":"MASK","default":"util/black"}
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#endif
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void main() {
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vec2 texCoord = v_TexCoord.xy;
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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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#if MASK == 1
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float mask = texSample2D(g_Texture1, v_TexCoordMask).r;
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gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
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#endif
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}
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@@ -0,0 +1,40 @@
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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 vec4 g_Texture1Resolution;
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uniform float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
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uniform vec2 g_SpinCenter; // {"material":"Center","default":"0.5 0.5"}
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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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#if MASK == 1
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varying vec2 v_TexCoordMask;
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#endif
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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 - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
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#endif
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xyzw = a_TexCoord.xyxy;
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#if MASK == 1
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v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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#endif
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#if MODE == 0
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v_TexCoord.xy = rotateVec2(v_TexCoord.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
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#endif
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}
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@@ -0,0 +1,4 @@
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{
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"name": "FX Preview",
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"type": "scene2d"
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}
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Reference in New Issue
Block a user