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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varying vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Previous framebuffer","hidden":true}
uniform sampler2D g_Texture2; // {"material":"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":"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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varying vec2 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
void main() {
vec2 texCoord = frac(v_TexCoord + v_Scroll);
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform float g_ScrollX; // {"material":"Speed X","default":0.2,"range":[-2,2]}
uniform float g_ScrollY; // {"material":"Speed Y","default":0.2,"range":[-2,2]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
varying vec2 v_Scroll;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
vec2 scroll = vec2(g_ScrollX, g_ScrollY);
scroll = sign(scroll) * pow(vec2(g_ScrollX, g_ScrollY), CAST2(2.0));
v_Scroll = scroll * g_Time;
}

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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
varying vec4 v_TexCoord;
varying vec2 v_TexCoordMask;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
#if MASK == 1
uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","combo":"MASK","default":"util/black"}
#endif
void main() {
vec2 texCoord = v_TexCoord.xy;
#if CLAMP
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
#if MASK == 1
float mask = texSample2D(g_Texture1, v_TexCoordMask).r;
gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
#endif
}

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// [COMBO] {"material":"Mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform vec4 g_Texture1Resolution;
uniform float g_Speed; // {"material":"Speed","default":1.0,"range":[-5,5]}
uniform vec2 g_SpinCenter; // {"material":"Center","default":"0.5 0.5"}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if MASK == 1
varying vec2 v_TexCoordMask;
#endif
void main() {
vec3 position = a_Position;
#if MODE == 1
position.xy = rotateVec2(position.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
#endif
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xyzw = a_TexCoord.xyxy;
#if MASK == 1
v_TexCoordMask = vec2(a_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
a_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#endif
#if MODE == 0
v_TexCoord.xy = rotateVec2(v_TexCoord.xy - g_SpinCenter, g_Speed * g_Time) + g_SpinCenter;
#endif
}