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":"ui_editor_properties_double_sided","combo":"DOUBLESIDED","type":"options","default":0}
// [COMBO] {"material":"ui_editor_properties_noise","combo":"NOISE","type":"options","default":0}
varying vec4 v_TexCoord;
varying vec2 v_TexCoordMask;
uniform sampler2D g_Texture0; // {"hidden":true}
uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_noise","default":"util/noise"}
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0.25 0.5"}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"0.75 0.5"}
uniform float g_Size; // {"material":"size","label":"ui_editor_properties_size","default":0.4,"range":[0,1]}
uniform float g_CenterPos; // {"material":"center","label":"ui_editor_properties_center","default":0.5,"range":[0,1]}
uniform float g_Feather; // {"material":"feather","label":"ui_editor_properties_feather","default":0.01,"range":[0,0.2]}
uniform float g_Amount; // {"material":"amount","label":"ui_editor_properties_amount","default":0.2,"range":[0,1]}
uniform float g_Time;
uniform float g_NoiseSpeed; // {"material":"noisespeed","label":"ui_editor_properties_noise_speed","default":0.15,"range":[0,0.2]}
uniform float g_NoiseAmount; // {"material":"noiseamount","label":"ui_editor_properties_noise_amount","default":0.2,"range":[0,1]}
void main() {
vec2 texCoord = v_TexCoord.xy;
float aspect = v_TexCoord.z;
vec2 p0 = g_Point0;
vec2 p1 = g_Point1;
p0.x *= aspect;
p1.x *= aspect;
texCoord.x *= aspect;
vec2 axis = normalize(p1 - p0);
vec2 center = p0 + (p1 - p0) * g_CenterPos;
//axis.x *= aspect;
axis = normalize(axis);
vec2 axisOrtho = vec2(-axis.y, axis.x);
vec2 uvDelta = texCoord - center;
float distanceAlongAxis = dot(axis, uvDelta);
float distanceOrtho = dot(axisOrtho, uvDelta);
float anim = v_TexCoord.w;
#if NOISE
float noise = texSample2D(g_Texture2, vec2(g_Time * 0.08333333, g_Time * 0.02777777) * g_NoiseSpeed).r * 3.141 * 2.0;
anim = clamp(anim + sin(noise) * g_NoiseAmount, -1.0, 1.0);
#endif
float distortAmt = anim;
vec2 uvDistort = axis * distortAmt * distanceOrtho * distanceAlongAxis;
uvDistort += axisOrtho * distortAmt * anim * distanceOrtho;
texCoord += uvDistort;
// software mask area
float mask = 1.0;
float feather = max(g_Feather, 0.00001);
vec2 deltaRight = texCoord - p1;
vec2 deltaLeft = texCoord - p0;
float distanceRight = dot(deltaRight, axis);
float distanceLeft = dot(deltaLeft, axis);
// Clip to right
mask *= smoothstep(feather, 0, distanceRight);
mask *= smoothstep(-feather, 0, distanceLeft);
float sizeMod = g_Size;
sizeMod = g_Size * (1.0 - abs(anim) * g_Amount * 0.5);
// Feather bottom page
mask *= smoothstep(sizeMod + feather, sizeMod - feather, distanceOrtho);
#if DOUBLESIDED
// Feather top page
mask *= smoothstep(sizeMod + feather, sizeMod - feather, -distanceOrtho);
#else
// Clip to bottom page
mask *= step(0, distanceOrtho);
#endif
#if MASK
mask *= texSample2D(g_Texture1, v_TexCoordMask).r;
#endif
texCoord.x /= aspect;
texCoord = mix(v_TexCoord.xy, texCoord, mask);
gl_FragColor = texSample2D(g_Texture0, texCoord);
}

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uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
uniform vec4 g_Texture1Resolution;
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if MASK == 1
varying vec2 v_TexCoordMask;
#endif
uniform float g_Time;
uniform float g_Amount; // {"material":"amount","label":"ui_editor_properties_amount","default":0.2,"range":[0,1]}
uniform float g_Speed; // {"material":"speed","label":"ui_editor_properties_speed","default":2.0,"range":[-5,5]}
uniform float g_Phase; // {"material":"phase","label":"ui_editor_properties_time_offset","default":0.0,"range":[0,1]}
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord.xy = a_TexCoord.xy;
v_TexCoord.z = g_Texture0Resolution.x / g_Texture0Resolution.y;
v_TexCoord.w = sin(g_Time * g_Speed + g_Phase * 6.28318530718) * g_Amount;
#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
}