1.3.1 update. compatibility w/ newer versions of source ports.
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66fdfe4197
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23c58058f3
23 changed files with 69 additions and 140 deletions
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@ -1,11 +1,11 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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const vec3 fadecol = vec3(.9,.1,.2);
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vec2 coord = vTexCoord.st+vec2(timer*.02,0.);
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coord = fract(coord);
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vec3 base = getTexel(coord).rgb;
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float dist = abs(vTexCoord.s-.5)*2.;
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vec3 col = mix(vec3(1.),fadecol,vec3(min(1.,dist*1.3)));
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col = mix(col,vec3(0.),vec3(min(1.,dist)));
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return vec4(base*col,1.);
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mat.Base = vec4(base*col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,22 +1,23 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.x += 1.;
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float ang = timer*.05;
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vec2 uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.3;
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vec3 col = getTexel(fract(uv2)).rgb;
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vec3 col = getTexel(uv2).rgb;
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uv.y -= 2.;
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ang = timer*.03;
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uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.5;
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col += getTexel(fract(uv2)).rgb;
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col += getTexel(uv2).rgb;
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uv.x -= 3.;
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ang = timer*.04;
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uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.6;
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col += getTexel(fract(uv2)).rgb;
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col += getTexel(uv2).rgb;
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uv.y += 4.;
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ang = timer*.02;
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uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
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col += getTexel(fract(uv2)).rgb;
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col += getTexel(uv2).rgb;
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col *= .25;
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return vec4(col,1.);
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,4 +1,4 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 ccoord = vTexCoord.st-vec2(.5);
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if ( ccoord.y < 0. ) ccoord.x *= -1.;
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@ -8,16 +8,14 @@ vec4 ProcessTexel()
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vec2 coord;
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vec3 col = vec3(0.);
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coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436;
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coord = fract(coord);
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col += getTexel(coord).rgb;
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coord = proj*.123234+vec2(0.,-1.)*timer*.092346;
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coord = fract(coord);
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col += getTexel(coord).rgb;
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coord = proj*.145463+vec2(.3,-1.)*timer*.093242;
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coord = fract(coord);
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col += getTexel(coord).rgb;
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col *= vec3(1.2,.4,.8);
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col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.);
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col = clamp(col,vec3(0.),vec3(1.));
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return vec4(col,1.);
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -47,5 +47,6 @@ vec4 ProcessTexel()
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(c1*c1*c1*c1, 1.2*c1*c1*c1, 2.2*c1*c1);
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float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
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return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -47,5 +47,6 @@ vec4 ProcessTexel()
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(1.8*c1*c1*c1, 1.2*c1*c1*c1*c1, 2.2*c1*c1);
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float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
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return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -47,5 +47,6 @@ vec4 ProcessTexel()
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(2.5*c1*c1, 1.2*c1*c1*c1, c1*c1*c1*c1*c1*c1);
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float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
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return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Base = pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,4 +1,4 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.x += 1.;
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@ -18,5 +18,6 @@ vec4 ProcessTexel()
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uv2 = vec2(uv.x*cos(ang)-uv.y*sin(ang),uv.y*cos(ang)+uv.x*sin(ang))*1.2;
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col += getTexel(fract(uv2));
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col *= .5;
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return col;
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mat.Base = col;
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -46,5 +46,6 @@ vec4 ProcessTexel()
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float c1 = n * c * (1.5-pow(1.25*uv.y,4.));
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(c1*c1*c1*c1,1.2*c1*c1*c1,1.7*c1*c1);
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return vec4(col,1.0);
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mat.Base = vec4(col,1.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -48,5 +48,6 @@ vec4 ProcessTexel()
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1);
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float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
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return vec4( mix(vec3(0.),col,a), 1.0);
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mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -25,7 +25,7 @@ vec2 hash22(vec2 p)
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return fract((p3.xx+p3.yz)*p3.zy);
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 resolution = vec2(3.,6.);
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vec2 uv = vTexCoord.st*resolution;
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@ -54,5 +54,6 @@ vec4 ProcessTexel()
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vec3 n = vec3(dFdx(circles), dFdy(circles), 0.);
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n.z = sqrt(1. - dot(n.xy, n.xy));
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vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
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return vec4(color, 1.0);
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mat.Base = vec4(color, 1.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -33,7 +33,7 @@ float fbm(vec2 uv)
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return f;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 uv = vTexCoord.st;
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uv.y = 1.0-uv.y;
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@ -48,5 +48,6 @@ vec4 ProcessTexel()
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c1=clamp(c1,0.,1.);
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vec3 col = vec3(c1*c1*c1, 1.5*c1, c1*c1*c1*c1*c1*c1);
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float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
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return vec4( mix(vec3(0.),col,a), 1.0);
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mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,9 +1,10 @@
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
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vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
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return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,32 +1,16 @@
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// imitation of the Unreal Engine 1.x ambient glow effect
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vec4 ProcessLight( vec4 color )
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{
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) return color;
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4.)-.5);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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float glow = .25+.2*sin(timer*8.);
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return vec4(min(color.rgb+vec3(glow),1.),color.a);
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}
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// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
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// +
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// imitation of the Unreal Engine 1.x ambient glow effect
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// with the addition of a mask for blending the environment map with the base texture
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
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vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
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vec2 gs = texture(ambglow,vec2(.5)).xy;
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if ( gs.x > .5 ) return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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if ( gs.y > .5 )
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{
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float glow = max(0.,sin(timer*4.)-.5);
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vec3 col = base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask;
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return vec4(min(col+vec3(glow),1.),base.a);
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}
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return vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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mat.Base = vec4(base.rgb+texture(envtex,norm.xz*.5+.5).rgb*mask,base.a);
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float glow = .25+.2*sin(timer*8.);
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mat.Bright = vec4(vec3(glow),1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
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return col;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec3 col = bolt(vTexCoord.st,2.53534,0.21);
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col += bolt(vTexCoord.st,2.64563,0.32);
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col += bolt(vTexCoord.st,2.73425,0.43);
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return vec4(col,1.);
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -10,10 +10,11 @@ vec3 bolt( in vec2 uv, in float speed, in float freq )
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return col;
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}
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec3 col = bolt(vTexCoord.st,1.53534,0.51);
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col += bolt(vTexCoord.st,1.64563,0.62);
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col += bolt(vTexCoord.st,1.73425,0.73);
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return vec4(col,1.);
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mat.Base = vec4(col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,9 +1,10 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec3 base = getTexel(vTexCoord.st).rgb;
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vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer;
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float smk = texture(smoketex,scroll).x;
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scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer;
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smk *= texture(smoketex,scroll).x;
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return vec4(base*smk,1.);
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mat.Base = vec4(base*smk,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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@ -1,10 +1,10 @@
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vec4 ProcessTexel()
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void SetupMaterial( inout Material mat )
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{
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vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1);
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coord = fract(coord);
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vec3 base = getTexel(coord).rgb;
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float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5);
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vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist));
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col *= 1.-vTexCoord.t*.8;
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return vec4(base*col,1.);
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mat.Base = vec4(base*col,1.);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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}
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