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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// [COMBO] {"material":"Repeat","combo":"REPEAT","type":"options","default":1}
varying vec3 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform float g_Top; // {"material":"Top","default":1,"range":[-1,2]}
uniform float g_Bottom; // {"material":"Bottom","default":1,"range":[-1,2]}
uniform float g_Left; // {"material":"Left","default":1,"range":[-1,2]}
uniform float g_Right; // {"material":"Right","default":1,"range":[-1,2]}
void main() {
vec2 texCoord = v_TexCoord.xy / v_TexCoord.z;
#if MODE == 0
texCoord -= CAST2(0.5);
//texCoord.x += v_Perspective.x / v_TexCoord.x;
//texCoord.x *= 1.0 + (1.0 - v_TexCoord.y) * g_Top * (1.0 / (1.0 - v_TexCoord.y)) +
// v_TexCoord.y * g_Bottom;
//texCoord.y *= (1.0 - v_TexCoord.x) * g_Left +
// v_TexCoord.x * g_Right;
texCoord += CAST2(0.5);
#endif
#if REPEAT
texCoord = frac(texCoord);
#endif
gl_FragColor = texSample2D(g_Texture0, texCoord);
//gl_FragColor = vec4(v_TexCoord.xy, 0, 1);
}

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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 vec4 g_Texture0Resolution;
uniform float g_Top; // {"material":"Top","default":0,"range":[-0.49,0.49]}
uniform float g_Bottom; // {"material":"Bottom","default":0,"range":[-0.49,0.49]}
uniform float g_Left; // {"material":"Left","default":0,"range":[-0.49,0.49]}
uniform float g_Right; // {"material":"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
float p3x = g_Top;
float p3y = g_Left;
float p2x = 1 - g_Top;
float p2y = g_Right;
float p1x = 1 - g_Bottom;
float p1y = 1 - g_Right;
float p0x = g_Bottom;
float p0y = 1 - g_Left;
float ax = p2x - p0x;
float ay = p2y - p0y;
float bx = p3x - p1x;
float by = p3y - p1y;
float cross = ax * by - ay * bx;
//if (cross != 0) {
float cy = p0y - p1y;
float cx = p0x - p1x;
float s = (ax * cy - ay * cx) / cross;
//if (s > 0 && s < 1) {
float t = (bx * cy - by * cx) / cross;
//if (t > 0 && t < 1) {
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);
}