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// [COMBO] {"material":"Repeat","combo":"REPEAT","type":"options","default":1}
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varying vec3 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_Top; // {"material":"Top","default":1,"range":[-1,2]}
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uniform float g_Bottom; // {"material":"Bottom","default":1,"range":[-1,2]}
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uniform float g_Left; // {"material":"Left","default":1,"range":[-1,2]}
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uniform float g_Right; // {"material":"Right","default":1,"range":[-1,2]}
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void main() {
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vec2 texCoord = v_TexCoord.xy / v_TexCoord.z;
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#if MODE == 0
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texCoord -= CAST2(0.5);
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//texCoord.x += v_Perspective.x / v_TexCoord.x;
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//texCoord.x *= 1.0 + (1.0 - v_TexCoord.y) * g_Top * (1.0 / (1.0 - v_TexCoord.y)) +
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// v_TexCoord.y * g_Bottom;
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//texCoord.y *= (1.0 - v_TexCoord.x) * g_Left +
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// v_TexCoord.x * g_Right;
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texCoord += CAST2(0.5);
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#endif
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#if REPEAT
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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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//gl_FragColor = vec4(v_TexCoord.xy, 0, 1);
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}
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@@ -0,0 +1,100 @@
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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 vec4 g_Texture0Resolution;
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uniform float g_Top; // {"material":"Top","default":0,"range":[-0.49,0.49]}
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uniform float g_Bottom; // {"material":"Bottom","default":0,"range":[-0.49,0.49]}
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uniform float g_Left; // {"material":"Left","default":0,"range":[-0.49,0.49]}
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uniform float g_Right; // {"material":"Right","default":0,"range":[-0.49,0.49]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec3 v_TexCoord;
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void main() {
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vec3 position = a_Position;
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.z = 1.0;
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#if MODE == 1
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position.x += mix(g_Texture0Resolution.z * g_Top * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
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g_Texture0Resolution.z * g_Bottom * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
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step(0.5, a_TexCoord.y));
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position.y += mix(g_Texture0Resolution.w * -g_Left * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
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g_Texture0Resolution.w * -g_Right * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
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step(0.5, a_TexCoord.x));
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#endif
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float p3x = g_Top;
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float p3y = g_Left;
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float p2x = 1 - g_Top;
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float p2y = g_Right;
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float p1x = 1 - g_Bottom;
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float p1y = 1 - g_Right;
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float p0x = g_Bottom;
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float p0y = 1 - g_Left;
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float ax = p2x - p0x;
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float ay = p2y - p0y;
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float bx = p3x - p1x;
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float by = p3y - p1y;
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float cross = ax * by - ay * bx;
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//if (cross != 0) {
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float cy = p0y - p1y;
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float cx = p0x - p1x;
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float s = (ax * cy - ay * cx) / cross;
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//if (s > 0 && s < 1) {
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float t = (bx * cy - by * cx) / cross;
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//if (t > 0 && t < 1) {
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float q0 = 1 / (1 - t);
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float q1 = 1 / (1 - s);
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float q2 = 1 / t;
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float q3 = 1 / s;
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float q = mix(
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mix(q3, q2, a_TexCoord.x),
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mix(q0, q1, a_TexCoord.x),
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a_TexCoord.y
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);
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v_TexCoord.xy = a_TexCoord;
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#if MODE == 0
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v_TexCoord -= 0.5;
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v_TexCoord.x *= 0.5 / (0.5 - mix(g_Top, g_Bottom, step(0.5, a_TexCoord.y)));
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v_TexCoord.y *= 0.5 / (0.5 - mix(g_Left, g_Right, step(0.5, a_TexCoord.x)));
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v_TexCoord += 0.5;
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#endif
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v_TexCoord.xy *= q;
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v_TexCoord.z = q;
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//}
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//}
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//}
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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}
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