80 lines
3.8 KiB
GLSL
80 lines
3.8 KiB
GLSL
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// [COMBO] {"material":"ui_editor_properties_blend_mode","combo":"BLENDMODE","type":"imageblending","default":0}
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// [COMBO] {"material":"ui_editor_properties_refract","combo":"REFRACT","type":"options","default":1}
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#include "common_blending.h"
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varying vec4 v_TexCoord;
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varying vec2 v_Scroll;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_flow_map","mode":"flowmask","default":"util/noflow"}
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uniform sampler2D g_Texture2; // {"label":"ui_editor_properties_albedo","default":"util/clouds_256"}
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uniform float g_Time;
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uniform float g_FlowSpeed; // {"material":"speed","label":"ui_editor_properties_speed","default":1,"range":[0.01, 1]}
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uniform float g_FlowPhaseScale; // {"material":"phasescale","label":"ui_editor_properties_phase_scale","default":1,"range":[0.01, 10]}
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uniform float g_CloudsAlpha; // {"material":"alpha","label":"ui_editor_properties_alpha","default":2.0,"range":[0.01, 10]}
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uniform float g_CloudThreshold; // {"material":"threshold","label":"ui_editor_properties_threshold","default":0,"range:":[0,1]}
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uniform float g_CloudFeather; // {"material":"feather","label":"ui_editor_properties_feather","default":0.5,"range":[0.01,1]}
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uniform float g_CloudLOD; // {"material":"smoothness","label":"ui_editor_properties_smoothness","default":0.0,"range":[0, 5]}
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uniform float g_CloudScale; // {"material":"scale","label":"ui_editor_properties_scale","default":2.0,"range":[0.01, 10]}
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uniform float g_Distortion; // {"material":"distortion","label":"ui_editor_properties_distortion","default":1.0,"range":[0.01, 10]}
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uniform vec3 g_Color1; // {"material":"colorstart","label":"ui_editor_properties_color_start","default":"1 0.25 0","type":"color"}
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uniform vec3 g_Color2; // {"material":"colorend","label":"ui_editor_properties_color_end","default":"1 0.8 0","type":"color"}
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void main() {
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vec2 flowColors = texSample2D(g_Texture1, v_TexCoord.zw).rg;
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vec2 flowMask = (flowColors.rg - vec2(0.498, 0.498)) * 2.0;
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float scaledTime = g_Time * g_FlowSpeed;
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vec2 cycles = vec2( frac(scaledTime),
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frac(scaledTime + 0.5));
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float blend = 2 * abs(cycles.x - 0.5);
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vec2 flowUVOffset1 = g_CloudScale * flowMask * 0.15 * (cycles.x - 0.5);
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vec2 flowUVOffset2 = g_CloudScale * flowMask * 0.15 * (cycles.y - 0.5);
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float cloudBackground = texSample2DLod(g_Texture2, v_TexCoord.xy * g_CloudScale + scaledTime * 0.1, g_CloudLOD).r;
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float cloud0 = texSample2DLod(g_Texture2, v_TexCoord.xy * g_CloudScale + flowUVOffset1, g_CloudLOD).r;
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float cloud1 = texSample2DLod(g_Texture2, v_TexCoord.xy * g_CloudScale + flowUVOffset2, g_CloudLOD).r;
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float streamNoise = mix(cloud0, cloud1, blend);
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//streamNoise = cloudBackground * streamNoise;
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vec2 baseUV = v_TexCoord.xy;
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float flowMaskLength = pow(length(flowMask), 2.0);
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#if REFRACT
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baseUV += mix(flowMask, -flowMask, streamNoise) * cloudBackground * 0.5 * streamNoise * flowMaskLength * g_Distortion;
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#endif
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vec4 albedo = texSample2D(g_Texture0, baseUV);
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streamNoise = frac(streamNoise + scaledTime * 0.2);
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//float blendNoise = smoothstep(0, 0.5, streamNoise) * smoothstep(1.0, 0.5, streamNoise);
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//vec3 cloudColor = mix(g_Color2, g_Color1, blendNoise);
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//blendNoise = smoothstep(g_CloudThreshold, g_CloudThreshold + g_CloudFeather, blendNoise);
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//float streamBlend = flowMaskLength * g_CloudsAlpha * (blendNoise);
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float colorNoise = smoothstep(0, 0.5, streamNoise) * smoothstep(1.0, 0.5, streamNoise);
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vec3 cloudColor = mix(g_Color2, g_Color1, colorNoise);
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float blendNoise = mix(colorNoise * flowMaskLength, 1.0, pow(flowMaskLength, 4.0));
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blendNoise = smoothstep(g_CloudThreshold, g_CloudThreshold + g_CloudFeather, blendNoise);
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float streamBlend = g_CloudsAlpha * blendNoise;
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, cloudColor, streamBlend);
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gl_FragColor = albedo;
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}
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