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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":22}
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// [COMBO] {"material":"ui_editor_properties_write_alpha","combo":"WRITEALPHA","type":"options","default":0}
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#include "common.h"
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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varying vec4 v_TexCoordNitro;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_albedo","default":"util/clouds_256"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_NitroAlpha; // {"material":"multiply","label":"ui_editor_properties_multiply","default":1.0,"range":[0.01, 10]}
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uniform vec3 g_NitroColor0; // {"material":"colorstart","label":"ui_editor_properties_color_start","default":"0 0.5 1","type":"color"}
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uniform vec3 g_NitroColor1; // {"material":"colorend","label":"ui_editor_properties_color_end","default":"1 1 1","type":"color"}
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uniform vec2 g_NitroRanges; // {"material":"bounds","label":"ui_editor_properties_bounds","default":"0.3 0.25"}
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uniform float g_NitroLOD; // {"material":"smoothness","label":"ui_editor_properties_smoothness","default":1,"range":[0.0, 5]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float nitro0 = texSample2DLod(g_Texture1, v_TexCoordNitro.xy, g_NitroLOD).r;
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float nitro1 = texSample2DLod(g_Texture1, v_TexCoordNitro.zw, g_NitroLOD).r;
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float remap = texSample2D(g_Texture1, v_TexCoord.xy).r;
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vec2 noiseBase = g_NitroRanges;
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float coreNoise = smoothstep(nitro0, nitro1, 0.1 + remap * 0.8);
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float nitro = smoothstep(noiseBase.y, noiseBase.x, nitro0 * nitro1) * smoothstep(noiseBase.x, noiseBase.y, nitro0 * nitro1);
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nitro = coreNoise * nitro * 4;
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vec3 nitroColor = mix(g_NitroColor0, g_NitroColor1, nitro);
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float blend = nitro * g_NitroAlpha;
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#if MASK
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blend *= texSample2D(g_Texture2, v_TexCoord.zw).r;
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#endif
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, nitroColor, blend);
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#if WRITEALPHA
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albedo.a = blend;
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#endif
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gl_FragColor = vec4(max(0, albedo.rgb), albedo.a);
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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uniform float g_Time;
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uniform vec4 g_NitroSpeeds; // {"material":"speed","label":"ui_editor_properties_speed","default":"-0.1 0.7 0.1 -0.5"}
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uniform vec2 g_NitroScales; // {"material":"scale","label":"ui_editor_properties_scale","default":"1 2"}
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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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varying vec4 v_TexCoordNitro;
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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.xyxy;
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float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
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v_TexCoordNitro.xy = (a_TexCoord * g_NitroScales.x + g_Time * g_NitroSpeeds.xy);
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v_TexCoordNitro.zw = (a_TexCoord * g_NitroScales.y + g_Time * g_NitroSpeeds.zw);
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v_TexCoordNitro.xz *= aspect;
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v_TexCoordNitro.zw = vec2(-v_TexCoordNitro.w, v_TexCoordNitro.z);
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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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