62 lines
1.6 KiB
Text
62 lines
1.6 KiB
Text
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#version 150
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#if defined(POSITION_TEX) || defined(POSITION_TEX_COLOR)
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#ifdef VERTEX_SHADER
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struct Transform {
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vec4 color;
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vec4 vertexColor;
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float guiScale;
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float gameTime;
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float elementDepth;
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vec3 position;
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vec2 textureUV;
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} transform;
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void offsetElement(float alpha, float x, float y) {
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if(transform.color.a == alpha) {
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transform.position.x -= x * transform.guiScale;
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transform.position.y -= y * transform.guiScale;
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}
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}
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void paddingElement(sampler2D Sampler0) {
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ivec4 check = getVertex(Sampler0, 0, 1);
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if(check != ivec4(255, 0, 0, 255)) {
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return;
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}
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ivec4 element = getVertex(Sampler0, 0, 0);
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if(element.a != 0 && element.a != 255) {
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transform.textureUV = corners[gl_VertexID % 4];
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transform.position.xy += (transform.textureUV - 0.5) * (ivec2(256) - element.ba);
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int frame = int(transform.gameTime * element.y * 1400.0) % element.x;
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ivec2 cells = textureSize(Sampler0, 0) / 256;
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transform.textureUV += ivec2(frame % cells.x, frame / cells.y);
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transform.textureUV /= cells;
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}
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}
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void anchorZ(float depth, float target) {
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if(transform.elementDepth != depth) {
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return;
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}
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transform.position.z = target;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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struct Transform {
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vec4 color;
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vec4 colorMod;
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vec2 textureUV;
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} transform;
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void removePixel(sampler2D Sampler0, ivec2 coordinate, ivec4 color) {
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ivec4 check = getVertex(Sampler0, 0, 1);
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if(ivec2(transform.textureUV * textureSize(Sampler0, 0)) == coordinate && check == color)
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discard;
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}
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#endif
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#endif
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