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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{
"version" : 1,
"replacementkey" : "shake",
"name" : "ui_editor_effect_shake_title",
"description" : "ui_editor_effect_shake_description",
"group" : "animate",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/shake.json"
}
],
"dependencies" :
[
"materials/effects/shake.json",
"shaders/effects/shake.frag",
"shaders/effects/shake.vert"
]
}

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{
"passes": [{
"shader": "effects/shake",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"name" : "Blend",
"description" : "Blend two images or image layers with various blend modes.",
"group" : "colorize",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/blend.json"
}
],
"dependencies" :
[
"materials/effects/blend.json",
"shaders/effects/blend.frag",
"shaders/effects/blend.vert"
]
}

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{
"name" : "Opacity",
"description" : "Adds an opacity mask to the image.",
"group" : "colorize",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/opacity.json"
}
],
"dependencies" :
[
"materials/effects/opacity.json",
"shaders/effects/opacity.frag",
"shaders/effects/opacity.vert"
]
}

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{
"name" : "Shake",
"description" : "Adds a shake animation. Only masked areas will be affected.",
"group" : "animate",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/shake.json"
}
],
"dependencies" :
[
"materials/effects/shake.json",
"shaders/effects/shake.frag",
"shaders/effects/shake.vert"
]
}

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{
"name" : "Tint",
"description" : "Tint the image with a color of choice.",
"group" : "colorize",
"preview" : "preview/project.json",
"passes" :
[
{
"material" : "materials/effects/tint.json"
}
],
"dependencies" :
[
"materials/effects/tint.json",
"shaders/effects/tint.frag",
"shaders/effects/tint.vert"
]
}

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{
"passes" :
[
{
"blending" : "translucent",
"cullmode" : "nocull",
"depthtest" : "disabled",
"depthwrite" : "disabled",
"shader" : "genericimage2",
"textures" : [ "effectpreview" ]
}
]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"passes": [{
"shader": "effects/blend",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"passes": [{
"shader": "effects/opacity",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"passes": [{
"shader": "effects/shake",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"passes": [{
"shader": "effects/tint",
"blending": "normal",
"depthtest": "disabled",
"depthwrite": "disabled",
"cullmode": "nocull"
}]
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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@@ -0,0 +1,6 @@
{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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@@ -0,0 +1,6 @@
{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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@@ -0,0 +1,6 @@
{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"clampuvs" : true,
"format" : "rgba8888",
"nomip" : true,
"nonpoweroftwo" : true
}

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{
"autosize" : true,
"material" : "materials/effectpreview.json"
}

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{
"file" : "scene.json",
"general" :
{
"properties" :
{
"schemecolor" :
{
"order" : 0,
"text" : "ui_browse_properties_scheme_color",
"type" : "color",
"value" : "0 0 0"
}
}
},
"title" : "preview",
"type" : "scene"
}

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{
"camera" :
{
"center" : "0.000 0.000 -1.000",
"eye" : "0.000 0.000 0.000",
"up" : "0.000 1.000 0.000"
},
"general" :
{
"ambientcolor" : "0.3 0.3 0.3",
"bloom" : false,
"bloomstrength" : 2,
"bloomthreshold" : 0.64999997615814209,
"cameraparallax" : false,
"cameraparallaxamount" : 0.5,
"cameraparallaxdelay" : 0.10000000149011612,
"cameraparallaxmouseinfluence" : 0,
"camerapreview" : true,
"camerashake" : false,
"camerashakeamplitude" : 0.5,
"camerashakeroughness" : 1,
"camerashakespeed" : 3,
"clearcolor" : "0.7 0.7 0.7",
"orthogonalprojection" :
{
"height" : 256,
"width" : 256
},
"skylightcolor" : "0.3 0.3 0.3"
},
"objects" :
[
{
"angles" : "0.000 0.000 0.000",
"colorBlendMode" : 0,
"copybackground" : true,
"effects" :
[
{
"file" : "effects/blend/effect.json",
"passes" :
[
{
"combos" :
{
"BLENDMODE" : 0
},
"textures" :
[
null,
"util/white",
"masks/blend_mask_843377ec5689457129ad9ee2dd9c051f084db05d"
]
}
]
}
],
"id" : 34,
"image" : "models/effectpreview.json",
"name" : "effectpreview",
"origin" : "128.000 128.000 0.000",
"parallaxDepth" : "1.000 1.000",
"scale" : "1.000 1.000 1.000",
"size" : "256.000 256.000",
"visible" : true
},
{
"angles" : "0.000 0.000 0.000",
"colorBlendMode" : 0,
"copybackground" : true,
"depth" : 1,
"effects" :
[
{
"file" : "effects/opacity/effect.json",
"passes" :
[
{
"textures" : [ null, "masks/opacity_mask_681d95af21112ea41fc4cd51aa49d9c553ef1173" ]
}
]
},
{
"file" : "effects/shake/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Strength" : 0.30000001192092896
},
"textures" :
[
null,
"masks/shake_mask_ee0d9bbc6d0516b8583c8fb3e841485c0b7ec4e8",
"masks/shake_mask_ddade403536094982c53ec13507b52893dc373c9"
]
}
]
}
],
"id" : 38,
"image" : "models/effectpreview.json",
"name" : "",
"origin" : "128.000 128.000 0.000",
"parallaxDepth" : "1.000 1.000",
"scale" : "1.000 1.000 1.000",
"size" : "256.000 256.000",
"visible" : true
},
{
"angles" : "0.000 0.000 0.000",
"colorBlendMode" : 0,
"config" :
{
"passthrough" : true
},
"copybackground" : true,
"effects" :
[
{
"file" : "effects/shake/effect.json",
"passes" :
[
{
"constantshadervalues" :
{
"Power" : 0.77999997138977051,
"Speed" : 1,
"Strength" : 0.14000000059604645
},
"textures" :
[
null,
"masks/shake_mask_bdbea347ab7838b0661ae6af118d7d24d301b354",
"masks/shake_mask_15c0e340127e863c97e552f860f4a84c3cb6ab74"
]
}
]
}
],
"id" : 46,
"image" : "models/util/composelayer.json",
"name" : "Compose",
"origin" : "128.000 128.000 0.000",
"parallaxDepth" : "1.000 1.000",
"scale" : "1.000 1.000 1.000",
"size" : "512.000 512.000",
"visible" : true
},
{
"angles" : "0.000 0.000 0.000",
"colorBlendMode" : 0,
"config" :
{
"passthrough" : true
},
"copybackground" : true,
"effects" :
[
{
"file" : "effects/shake/effect.json",
"passes" :
[
{
"textures" :
[
null,
"masks/shake_mask_2056d10e108144c65bea005697dd88d5b58d3b9d",
"masks/shake_mask_36ce62bcec300a6727192313c920263bc9bc4096"
]
}
]
}
],
"id" : 60,
"image" : "models/util/composelayer.json",
"name" : "Compose",
"origin" : "128.000 128.000 0.000",
"parallaxDepth" : "1.000 1.000",
"scale" : "1.000 1.000 1.000",
"size" : "512.000 512.000",
"visible" : false
}
]
}

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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
#include "common_blending.h"
varying vec4 v_TexCoord;
uniform float g_Multiply; // {"material":"Multiply","default":1,"range":[0.0, 10.0]}
#if OPACITYMASK == 1
varying vec2 v_TexCoordOpacity;
#endif
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Blend texture","mode":"rgbmask","default":"util/white"}
uniform sampler2D g_Texture2; // {"material":"Opacity mask","mode":"opacitymask","default":"util/white","combo":"OPACITYMASK"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
vec4 mask = texSample2D(g_Texture1, v_TexCoord.zw);
float blend = mask.a * g_Multiply;
#if OPACITYMASK == 1
blend *= texSample2D(g_Texture2, v_TexCoordOpacity).r;
#endif
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, mask.rgb, blend);
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if OPACITYMASK == 1
uniform vec4 g_Texture2Resolution;
varying vec2 v_TexCoordOpacity;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
#if OPACITYMASK == 1
v_TexCoordOpacity = 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 vec4 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
albedo.a *= mask;
gl_FragColor = albedo;
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
}

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varying vec4 v_TexCoord;
varying vec2 v_Scroll;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform sampler2D g_Texture1; // {"material":"Flow map","mode":"flowmask","default":"util/noflow"}
uniform sampler2D g_Texture2; // {"material":"Flow Phase","mode":"opacitymask","default":"util/white"}
uniform float g_Time;
uniform float g_Speed; // {"material":"Speed","default":1,"range":[0.01, 10]}
uniform float g_Amp; // {"material":"Strength","default":0.2,"range":[0.01, 1]}
uniform float g_Power; // {"material":"Power","default":1,"range":[0.01, 2]}
void main() {
float flowPhase = texSample2D(g_Texture2, v_TexCoord.zw).r * 6.28;
vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
float offset = sin(g_Speed * g_Time + flowPhase);
offset = pow(abs(offset), g_Power) * sign(offset);
vec2 texCoord = v_TexCoord.xy + flowMask * offset * g_Amp * g_Amp;
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
}

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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
#include "common_blending.h"
varying vec2 v_TexCoord;
uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
uniform float g_BlendAlpha; // {"material":"Alpha","default":1,"range":[0,1]}
uniform vec3 g_TintColor; // {"material":"Color", "type": "color", "default":"1 1 1"}
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, g_BlendAlpha);
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.xy = a_TexCoord;
}

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{
"name": "FX Preview",
"type": "scene2d"
}

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// [COMBO] {"material":"ui_editor_properties_noise","combo":"NOISE","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_direction","combo":"DIRECTION","type":"options","default":0,"options":{"ui_editor_properties_center":0,"ui_editor_properties_left":1,"ui_editor_properties_right":2}}
#include "common.h"
varying vec4 v_TexCoord;
varying vec2 v_Bounds;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_shake_direction_map","mode":"flowmask","default":"util/noflow"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_time_offset","mode":"opacitymask","default":"util/black","combo":"TIMEOFFSET"}
uniform sampler2D g_Texture3; // {"label":"ui_editor_properties_opacity","mode":"opacitymask","combo":"MASK"}
uniform float g_Time;
uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.0, 10]}
uniform float g_Amp; // {"material":"strength","label":"ui_editor_properties_strength","default":0.1,"range":[0.01, 0.5]}
uniform vec2 g_Friction; // {"material":"friction","label":"ui_editor_properties_friction","default":"1 1","linked":true,"range":[0.01, 10.0]}
#if AUDIOPROCESSING
varying float v_AudioPulse;
#endif
#if MASK == 1
varying vec4 v_TexCoordMask;
#endif
void main() {
float flowPhase = 0.0;
#if TIMEOFFSET
flowPhase = texSample2D(g_Texture2, v_TexCoord.zw).r * M_PI_2;
#endif
vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
float offset = 0.0;
#if AUDIOPROCESSING == 0
#if NOISE
vec4 sines = flowPhase + frac(g_Speed * g_Time / M_PI_2 * vec4(1, -0.16161616, 0.0083333, -0.00019841)) * M_PI_2;
vec4 csines = cos(sines);
sines = sin(sines);
vec4 base = step(0.0, csines);
sines = sines * 0.498 + 0.5;
sines = mix(1.0 - pow(1.0 - sines, CAST4(g_Friction.x)), pow(sines, CAST4(g_Friction.y)), base);
offset = dot(CAST4(0.5), sines);
#else
float time = g_Speed * g_Time + flowPhase;
offset = sin(frac(time / M_PI_2) * M_PI_2);
offset = offset * 0.498 + 0.5;
float base = step(0.0, cos(time));
offset = mix(1.0 - pow(1.0 - offset, g_Friction.x), pow(offset, g_Friction.y), base);
#endif
offset = saturate((offset - v_Bounds.x) * v_Bounds.y);
#endif
#if DIRECTION == 0
#if AUDIOPROCESSING
offset += v_AudioPulse;
#else
offset = offset * 2.0 - 1.0;
#endif
#endif
#if DIRECTION == 1
#if AUDIOPROCESSING
offset = 1.0 - v_AudioPulse;
#endif
#endif
#if DIRECTION == 2
#if AUDIOPROCESSING
offset -= v_AudioPulse;
#else
offset = offset - 1.0;
#endif
#endif
vec2 texCoordOffset = offset * g_Amp * g_Amp * flowMask;
gl_FragColor = texSample2D(g_Texture0, texCoordOffset + v_TexCoord.xy);
#if MASK
// Only allow sampling from mask
float mask = texSample2D(g_Texture3, texCoordOffset * v_TexCoordMask.zw + v_TexCoordMask.xy).r;
gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.xy), gl_FragColor, mask);
#endif
}

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// [COMBO] {"material":"ui_editor_properties_audio_response","combo":"AUDIOPROCESSING","type":"audioprocessingoptions","default":0}
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if MASK == 1
uniform vec4 g_Texture0Resolution;
uniform vec4 g_Texture3Resolution;
varying vec4 v_TexCoordMask;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
uniform vec2 g_Bounds; // {"material":"bounds","label":"ui_editor_properties_bounds","default":"0 1"}
varying vec4 v_TexCoord;
varying vec2 v_Bounds;
#if AUDIOPROCESSING
varying float v_AudioPulse;
uniform float g_AudioSpectrum16Left[16];
uniform float g_AudioSpectrum16Right[16];
uniform float g_AudioFrequencyMin; // {"material":"frequencymin","label":"ui_editor_properties_frequency_min","default":0,"int":true,"range":[0,15]}
uniform float g_AudioFrequencyMax; // {"material":"frequencymax","label":"ui_editor_properties_frequency_max","default":1,"int":true,"range":[0,15]}
uniform float g_AudioPower; // {"material":"audioexponent","label":"ui_editor_properties_audio_exponent","default":1.0,"range":[0,4]}
uniform vec2 g_AudioBounds; // {"material":"audiobounds","label":"ui_editor_properties_audio_bounds","default":"0.0 1.2"}
uniform float g_AudioMultiply; // {"material":"audioamount","label":"ui_editor_properties_audio_amount","default":1,"range":[0,2]}
float CreateAudioResponse(float bufferLeft[16], float bufferRight[16])
{
float audioFrequencyEnd = max(g_AudioFrequencyMin, g_AudioFrequencyMax);
float audioResponse = 0.0;
#if AUDIOPROCESSING == 1
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferLeft[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0);
#endif
#if AUDIOPROCESSING == 2
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferRight[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0);
#endif
#if AUDIOPROCESSING == 3
for (int a = int(g_AudioFrequencyMin); a <= int(g_AudioFrequencyMax); ++a)
{
audioResponse += bufferLeft[a];
audioResponse += bufferRight[a];
}
audioResponse /= (g_AudioFrequencyMax - g_AudioFrequencyMin + 1.0) * 2.0;
#endif
audioResponse = smoothstep(g_AudioBounds.x, g_AudioBounds.y, audioResponse);
audioResponse = saturate(pow(audioResponse, g_AudioPower)) * g_AudioMultiply;
return audioResponse;
}
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord;
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
v_Bounds.x = g_Bounds.x;
v_Bounds.y = 1.0 / (g_Bounds.y - g_Bounds.x);
#if AUDIOPROCESSING
v_AudioPulse = CreateAudioResponse(g_AudioSpectrum16Left, g_AudioSpectrum16Right);
#endif
#if MASK == 1
v_TexCoordMask.xy = vec2(a_TexCoord.x * g_Texture3Resolution.z / g_Texture3Resolution.x,
a_TexCoord.y * g_Texture3Resolution.w / g_Texture3Resolution.y);
v_TexCoordMask.zw = vec2(g_Texture3Resolution.z / g_Texture3Resolution.x, g_Texture3Resolution.w / g_Texture3Resolution.y);
#endif
}