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_OFF] {"material":"ui_editor_properties_specular","combo":"SPECULAR","type":"options","default":0}
#include "common.h"
varying vec4 v_TexCoord;
varying vec2 v_Scroll;
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_water_normal"}
uniform float g_Strength; // {"material":"ripplestrength","label":"ui_editor_properties_ripple_strength","default":0.1,"range":[0,1]}
uniform float g_SpecularPower; // {"material":"ripplespecularpower","label":"ui_editor_properties_ripple_specular_power","default":1.0,"range":[0,100]}
uniform float g_SpecularStrength; // {"material":"ripplespecularstrength","label":"ui_editor_properties_ripple_specular_strength","default":1.0,"range":[0,10]}
uniform vec3 g_SpecularColor; // {"material":"ripplespecularcolor","label":"ui_editor_properties_ripple_specular_color","default":"1 1 1","type":"color"}
#if PERSPECTIVE == 0
varying vec4 v_TexCoordRipple;
#else
uniform vec4 g_Texture0Resolution;
uniform float g_Time;
uniform float g_AnimationSpeed; // {"material":"animationspeed","label":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]}
uniform float g_Scale; // {"material":"scale","label":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]}
uniform float g_ScrollSpeed; // {"material":"scrollspeed","label":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]}
uniform float g_Direction; // {"material":"scrolldirection","label":"ui_editor_properties_scroll_direction","default":0,"direction":true,"conversion":"rad2deg"}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":1,"range":[0,10]}
varying vec3 v_TexCoordPerspective;
#endif
void main() {
vec2 texCoord = v_TexCoord.xy;
#if MASK == 1
float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
#else
float mask = 1;
#endif
vec4 rippleCoords;
#if PERSPECTIVE == 0
rippleCoords = v_TexCoordRipple;
#else
vec2 coordsRotated = v_TexCoordPerspective.xy / v_TexCoordPerspective.z;
vec2 coordsRotated2 = coordsRotated * 1.333;
vec2 scroll = rotateVec2(vec2(0, 1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
rippleCoords.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
rippleCoords.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
rippleCoords *= g_Scale;
float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
rippleCoords.xz *= rippleTextureAdjustment;
rippleCoords.yw *= g_Ratio;
mask *= step(0.0, v_TexCoordPerspective.z);
#endif
vec3 n1 = texSample2D(g_Texture2, rippleCoords.xy).xyz * 2 - 1;
vec3 n2 = texSample2D(g_Texture2, rippleCoords.zw).xyz * 2 - 1;
vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z));
texCoord.xy += normal.xy * g_Strength * g_Strength * mask;
gl_FragColor = texSample2D(g_Texture0, texCoord);
#if SPECULAR == 1
vec2 direction = vec2(0.5, 0.0) - v_TexCoord.xy;
direction = normalize(direction);
float specular = max(0.0, dot(normal.xy, direction)) * max(0.0, dot(direction, vec2(0.0, -1.0)));
specular = pow(specular, g_SpecularPower) * g_SpecularStrength;
gl_FragColor.rgb += specular * g_SpecularColor * gl_FragColor.a;
#endif
}

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// [COMBO] {"material":"ui_editor_properties_perspective","combo":"PERSPECTIVE","type":"options","default":0}
#include "common.h"
#include "common_perspective.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture1Resolution;
#if MASK
uniform vec4 g_Texture2Resolution;
#endif
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
#if PERSPECTIVE == 0
varying vec4 v_TexCoordRipple;
uniform vec4 g_Texture0Resolution;
uniform float g_Time;
uniform float g_AnimationSpeed; // {"material":"animationspeed","label":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]}
uniform float g_Scale; // {"material":"scale","label":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]}
uniform float g_ScrollSpeed; // {"material":"scrollspeed","label":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]}
uniform float g_Direction; // {"material":"scrolldirection","label":"ui_editor_properties_scroll_direction","default":0,"range":[0,6.28],"direction":true,"conversion":"rad2deg"}
uniform float g_Ratio; // {"material":"ratio","label":"ui_editor_properties_ratio","default":1,"range":[0,10]}
#else
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0 0"}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"1 0"}
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"1 1"}
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0 1"}
varying vec3 v_TexCoordPerspective;
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord.xyxy;
#if PERSPECTIVE == 0
vec2 coordsRotated = v_TexCoord.xy;
vec2 coordsRotated2 = v_TexCoord.xy * 1.333;
vec2 scroll = rotateVec2(vec2(0, 1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
v_TexCoordRipple *= g_Scale;
float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
v_TexCoordRipple.xz *= rippleTextureAdjustment;
v_TexCoordRipple.yw *= g_Ratio;
#else
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
v_TexCoordPerspective = mul(vec3(a_TexCoord.xy, 1.0), xform);
#endif
#if MASK == 1
v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
#endif
}