ohzi-core 6.1.2 → 6.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +9 -9
- package/build/index.module.js +1 -1
- package/build/index.module.js.map +1 -1
- package/package.json +50 -48
- package/src/.vscode/settings.json +2 -2
- package/src/BaseApplication.js +23 -23
- package/src/Browser.js +79 -79
- package/src/CameraManager.js +19 -19
- package/src/Capabilities.js +11 -11
- package/src/Configuration.js +22 -22
- package/src/CustomBezierCurve.js +44 -44
- package/src/Debug.js +260 -260
- package/src/EventManager.js +150 -150
- package/src/Graphics.js +327 -327
- package/src/Initializer.js +57 -57
- package/src/Input.js +21 -21
- package/src/KeyboardInput.js +128 -128
- package/src/OS.js +58 -58
- package/src/OrthographicCamera.js +13 -13
- package/src/PerspectiveCamera.js +13 -13
- package/src/ReflectionPlaneContext.js +17 -17
- package/src/RenderLayers.js +28 -28
- package/src/RenderLoop.js +97 -97
- package/src/RenderOrder.js +38 -38
- package/src/ResourceContainer.js +39 -39
- package/src/SceneManager.js +44 -44
- package/src/Screen.js +69 -69
- package/src/Time.js +38 -38
- package/src/UI.js +90 -90
- package/src/action_sequencer/ActionEvent.js +15 -15
- package/src/action_sequencer/ActionInterpolator.js +23 -23
- package/src/action_sequencer/ActionSequencer.js +194 -194
- package/src/action_sequencer/NumberInterpolator.js +24 -24
- package/src/action_sequencer/VectorInterpolator.js +20 -20
- package/src/blitter_index.js +13 -13
- package/src/canvas_drawer/CanvasDrawer.js +111 -111
- package/src/canvas_drawer/MultiLineTextDrawer.js +49 -49
- package/src/canvas_drawer/SimpleTextDrawer.js +47 -47
- package/src/components/AudioClip.js +55 -55
- package/src/components/AxisHelper.js +58 -58
- package/src/components/BaseObject.js +45 -45
- package/src/components/EdgeMesh.js +151 -151
- package/src/components/GeometryEdgeVisualizer.js +45 -45
- package/src/components/Grid.js +33 -33
- package/src/components/Line.js +199 -199
- package/src/components/MultiLinePath.js +19 -19
- package/src/components/MultiLineText2D.js +62 -62
- package/src/components/ObjectAxis.js +20 -20
- package/src/components/ObjectOrientedBoundingBox.js +201 -201
- package/src/components/PlaneHelper.js +36 -36
- package/src/components/Shape2D.js +42 -42
- package/src/components/Shape3D.js +38 -38
- package/src/components/Text2D.js +39 -39
- package/src/components/UIElement.js +208 -208
- package/src/components/UpdatableMaterialMesh.js +16 -16
- package/src/components/WorldImage.js +91 -91
- package/src/components/mouse_interactors/ObjectRotator.js +61 -61
- package/src/components/sdf_text/SDFText.js +154 -154
- package/src/components/sdf_text/SDFTextBatch.js +193 -193
- package/src/components/sdf_text/TextGlyph.js +15 -15
- package/src/data_textures/CustomDataTexture.js +51 -51
- package/src/data_textures/RGBADataTexture.js +12 -12
- package/src/data_textures/RGBAFloatDataTexture.js +12 -12
- package/src/data_textures/RGBDataTexture.js +12 -12
- package/src/data_textures/RGBFloatDataTexture.js +12 -12
- package/src/editor/ManipulatorHandle.js +70 -70
- package/src/editor/ObjectEditor.js +66 -66
- package/src/editor/ObjectManipulator.js +118 -118
- package/src/editor/ObjectPicker.js +75 -75
- package/src/editor/shaders/object_picker.frag +5 -5
- package/src/editor/shaders/object_picker.vert +7 -7
- package/src/gpu_particles/GPUParticleSystem.js +87 -87
- package/src/gpu_particles/ParticleAttribute.js +83 -83
- package/src/gpu_particles/ParticlePositionAttribute.js +20 -20
- package/src/html_utilities/CSSAnimator.js +64 -64
- package/src/html_utilities/css_animator_states/Animating.js +45 -45
- package/src/html_utilities/css_animator_states/Idle.js +25 -25
- package/src/index.js +211 -211
- package/src/materials/AddMaterial.js +17 -17
- package/src/materials/AlphaFilterMaterial.js +20 -20
- package/src/materials/BaseShaderMaterial.js +19 -19
- package/src/materials/BlitMaterial.js +28 -28
- package/src/materials/BloomComposeMaterial.js +22 -22
- package/src/materials/BoxBlurMaterial.js +13 -13
- package/src/materials/ClearAlphaMaterial.js +13 -13
- package/src/materials/ClearColorMaterial.js +31 -31
- package/src/materials/ClearDepthNormalMaterial.js +13 -13
- package/src/materials/DeferredRendererComposeMaterial.js +32 -32
- package/src/materials/DepthNormalMaterial.js +28 -28
- package/src/materials/DisplayNormalTextureMaterial.js +15 -15
- package/src/materials/DualFilteringBlurMaterial.js +11 -11
- package/src/materials/FXAAMaterial.js +10 -10
- package/src/materials/GaussianBlurMaterial.js +28 -28
- package/src/materials/LuminosityHighPassMaterial.js +15 -15
- package/src/materials/MedianFilterMaterial.js +42 -42
- package/src/materials/NormalMaterial.js +17 -17
- package/src/materials/SDFScreenTextMaterial.js +31 -31
- package/src/materials/SDFTextMaterial.js +37 -37
- package/src/materials/SSAOComposeMaterial.js +11 -11
- package/src/materials/SSAOMaterial.js +66 -66
- package/src/materials/ScreenSpaceTextureMaterial.js +65 -65
- package/src/materials/UIElementMaterial.js +25 -25
- package/src/materials/UnrealBloomComposeMaterial.js +95 -95
- package/src/materials/UnrealBlurMaterial.js +17 -17
- package/src/materials/UnrealComposeMaterial.js +24 -24
- package/src/materials/ViewPositionMaterial.js +17 -17
- package/src/materials/deferred/DeferredPointLightMaterial.js +39 -39
- package/src/materials/gpu_particles/AttributeUpdateMaterial.js +33 -33
- package/src/materials/gpu_particles/BasicParticleMaterial.js +23 -23
- package/src/materials/gpu_particles/ParticleStorageMaterial.js +27 -27
- package/src/materials/gpu_particles/PositionStorageMaterial.js +10 -10
- package/src/object_pool/Pool.js +73 -73
- package/src/primitives/Arrow.js +57 -57
- package/src/primitives/Cube.js +17 -17
- package/src/primitives/HorizontalPlane.js +18 -18
- package/src/primitives/Sphere.js +15 -15
- package/src/primitives/VerticalPlane.js +17 -17
- package/src/raycast/GroupRaycaster.js +41 -41
- package/src/raycast/PlaneDragResolver.js +89 -89
- package/src/raycast/PlaneRaycastResolver.js +22 -22
- package/src/raycast/PlaneRaycaster.js +23 -23
- package/src/raycast/RaycastResolver.js +22 -22
- package/src/raycast/SurfaceDragResolver.js +77 -77
- package/src/raycast/states/BaseState.js +16 -16
- package/src/raycast/states/IdleState.js +17 -17
- package/src/raycast/states/OnRaycastEnter.js +15 -15
- package/src/raycast/states/OnRaycastExit.js +16 -16
- package/src/raycast/states/OnRaycastHover.js +25 -25
- package/src/render_mode/BaseRender.js +32 -32
- package/src/render_mode/BloomRender.js +60 -60
- package/src/render_mode/DebugNormalsRender.js +20 -20
- package/src/render_mode/DeferredRender.js +112 -112
- package/src/render_mode/NormalAORender.js +71 -71
- package/src/render_mode/NormalRender.js +36 -36
- package/src/render_mode/OutlineRender.js +154 -154
- package/src/render_mode/PlanarReflectionsRender.js +118 -118
- package/src/render_mode/TransparencyMixRender.js +143 -143
- package/src/render_mode/UnrealBloomRender.js +109 -109
- package/src/render_utilities/Blitter.js +99 -99
- package/src/render_utilities/Blurrer.js +29 -29
- package/src/render_utilities/DepthAndNormalsRenderer.js +45 -45
- package/src/render_utilities/DualFilteringBlurrer.js +56 -56
- package/src/render_utilities/GaussianBlurrer.js +146 -146
- package/src/render_utilities/MedianFilter.js +66 -66
- package/src/render_utilities/ViewPositionRenderer.js +48 -48
- package/src/resource_loader/BasisLoader.js +50 -50
- package/src/resource_loader/FontLoader.js +39 -39
- package/src/resource_loader/GLTFDRACOLoader.js +2 -0
- package/src/resource_loader/JSONLoader.js +40 -40
- package/src/resource_loader/OBJLoader.js +39 -39
- package/src/resource_loader/PointArrayLoader.js +63 -63
- package/src/resource_loader/RGBETextureLoader.js +42 -42
- package/src/resource_loader/VideoLoader.js +20 -20
- package/src/shaders/add/add.frag +8 -8
- package/src/shaders/anti_aliasing/fxaa.frag +71 -71
- package/src/shaders/basic_color/basic_color.frag +5 -5
- package/src/shaders/basic_color/basic_color.vert +9 -9
- package/src/shaders/basic_line/basic_line.frag +36 -36
- package/src/shaders/basic_line/basic_line.vert +36 -36
- package/src/shaders/basic_texture/basic_texture.frag +9 -9
- package/src/shaders/basic_texture/basic_texture.vert +16 -16
- package/src/shaders/bloom/bloom_compose_frag.glsl +22 -22
- package/src/shaders/bloom/cheap_bloom_compose_frag.glsl +13 -13
- package/src/shaders/box_blur/box_blur.frag +24 -24
- package/src/shaders/box_blur/compose.frag +31 -31
- package/src/shaders/clear/clear_depth_normal.frag +24 -24
- package/src/shaders/copy/copy.frag +6 -6
- package/src/shaders/copy/copy.vert +5 -5
- package/src/shaders/deferred/blit_copy.vert +11 -11
- package/src/shaders/deferred/deferred_compose.frag +59 -59
- package/src/shaders/deferred/point_light.frag +66 -66
- package/src/shaders/deferred/point_light.vert +13 -13
- package/src/shaders/depth_normals/debug_normals.frag +47 -47
- package/src/shaders/depth_normals/depth_normals.frag +30 -30
- package/src/shaders/depth_normals/depth_normals.vert +12 -12
- package/src/shaders/dual_filter_blur/alpha_filter.frag +14 -14
- package/src/shaders/dual_filter_blur/downsample.frag +21 -21
- package/src/shaders/dual_filter_blur/upsample.frag +24 -24
- package/src/shaders/edge_visualizer/edge_visualizer.frag +17 -17
- package/src/shaders/edge_visualizer/edge_visualizer.vert +15 -15
- package/src/shaders/edges/corners.frag +10 -10
- package/src/shaders/edges/corners.vert +30 -30
- package/src/shaders/edges/edges.frag +6 -6
- package/src/shaders/edges/edges.vert +27 -27
- package/src/shaders/gaussian_blur/gaussian_blur.frag +24 -24
- package/src/shaders/gaussian_blur/unreal_bloom_compose.frag +24 -24
- package/src/shaders/gpu_particles/common_utils.glsl +12 -12
- package/src/shaders/gpu_particles/generic_storage.frag +7 -7
- package/src/shaders/gpu_particles/store/store_position.vert +14 -14
- package/src/shaders/gpu_particles/update/basic_update.frag +20 -20
- package/src/shaders/gpu_particles/visualize/visualize.frag +10 -10
- package/src/shaders/gpu_particles/visualize/visualize.vert +12 -12
- package/src/shaders/grid/grid.frag +16 -16
- package/src/shaders/grid/grid.vert +9 -9
- package/src/shaders/luminosity_high_pass/luminosity_high_pass.frag +22 -22
- package/src/shaders/median_filter/median_filter.frag +134 -134
- package/src/shaders/normal/normal.frag +6 -6
- package/src/shaders/normal/normal.vert +6 -6
- package/src/shaders/sdf_text/sdf_screen_text.frag +51 -51
- package/src/shaders/sdf_text/sdf_screen_text.vert +41 -41
- package/src/shaders/sdf_text/sdf_text.frag +53 -53
- package/src/shaders/sdf_text/sdf_text.vert +41 -41
- package/src/shaders/ssao/hbao.frag +264 -264
- package/src/shaders/ssao/ssao.frag +95 -95
- package/src/shaders/ssao/ssao.vert +10 -10
- package/src/shaders/ssao/ssao_compose.frag +14 -14
- package/src/shaders/transparent_mix/copy.frag +6 -6
- package/src/shaders/transparent_mix/transparent_mix.frag +18 -18
- package/src/shaders/transparent_mix/transparent_mix.vert +7 -7
- package/src/shaders/ui/ss_texture.frag +10 -10
- package/src/shaders/ui/ss_texture.vert +31 -31
- package/src/shaders/ui/ws_texture.vert +38 -38
- package/src/shaders/ui_element/ui_element.frag +11 -11
- package/src/shaders/ui_element/ui_element.vert +32 -32
- package/src/shaders/unreal_blur/unreal_blur.frag +24 -24
- package/src/shaders/unreal_blur/unreal_compose.frag +23 -23
- package/src/shaders/write_view_position/write_view_position.frag +6 -6
- package/src/shaders/write_view_position/write_view_position.vert +8 -8
- package/src/static_batcher/BatchedMesh.js +54 -54
- package/src/static_batcher/GeometryBatch.js +312 -312
- package/src/static_batcher/GeometryBatcher.js +63 -63
- package/src/static_batcher/MeshBatcher.js +56 -56
- package/src/ui/ui_element_position/ScreenSpacePosition.js +14 -14
- package/src/ui/ui_element_position/WorldSpacePosition.js +21 -21
- package/src/ui/ui_element_state/OnIdle.js +17 -17
- package/src/ui/ui_element_state/OnMouseEnter.js +26 -26
- package/src/ui/ui_element_state/OnMouseExit.js +15 -15
- package/src/ui/ui_element_state/OnMouseHover.js +31 -31
- package/src/ui/ui_element_state/UIElementState.js +18 -18
- package/src/utilities/ArrayUtilities.js +55 -55
- package/src/utilities/CameraUtilities.js +210 -210
- package/src/utilities/EasingFunctions.js +215 -215
- package/src/utilities/FrustumPointFitter.js +255 -255
- package/src/utilities/GeometryUtilities.js +74 -74
- package/src/utilities/ImageUtilities.js +26 -26
- package/src/utilities/MeshSampler.js +152 -152
- package/src/utilities/ModelUtilities.js +161 -161
- package/src/utilities/OMath.js +155 -155
- package/src/utilities/OrthographicFrustumPointFitter.js +47 -47
- package/src/utilities/PerspectiveFrustumPointFitter.js +250 -250
- package/src/utilities/StringUtilities.js +32 -32
- package/src/utilities/TimeUtilities.js +22 -22
- package/src/utilities/Validation.js +34 -34
- package/src/view_components/ApplicationView.js +60 -60
- package/src/view_components/ViewComponent.js +37 -37
- package/src/view_components/ViewComponentManager.js +58 -58
- package/src/view_components/ViewContext.js +14 -14
- package/src/view_components/ViewManager.js +129 -129
- package/src/view_components/ViewState.js +54 -54
- package/src/view_components/transition/ActionSequencerBuilder.js +91 -91
- package/src/view_components/transition/DrawIOAnimationSheet.js +90 -90
- package/src/view_components/transition/TransitionTable.js +44 -44
- package/src/view_components/transition/ViewStateTransitionHandler.js +95 -95
- package/types/BaseApplication.d.ts +8 -8
- package/types/Browser.d.ts +12 -12
- package/types/CameraManager.d.ts +8 -8
- package/types/Capabilities.d.ts +6 -6
- package/types/Configuration.d.ts +6 -6
- package/types/Debug.d.ts +38 -38
- package/types/EventManager.d.ts +42 -42
- package/types/Graphics.d.ts +35 -35
- package/types/Initializer.d.ts +4 -4
- package/types/Input.d.ts +8 -8
- package/types/OS.d.ts +18 -18
- package/types/OrthographicCamera.d.ts +5 -5
- package/types/PerspectiveCamera.d.ts +5 -5
- package/types/ReflectionPlaneContext.d.ts +6 -6
- package/types/RenderLayers.d.ts +6 -6
- package/types/RenderLoop.d.ts +13 -13
- package/types/ResourceContainer.d.ts +8 -8
- package/types/SceneManager.d.ts +10 -10
- package/types/Screen.d.ts +17 -17
- package/types/Time.d.ts +11 -11
- package/types/UI.d.ts +15 -15
- package/types/action_sequencer/ActionEvent.d.ts +6 -6
- package/types/action_sequencer/ActionInterpolator.d.ts +5 -5
- package/types/action_sequencer/ActionSequencer.d.ts +28 -28
- package/types/action_sequencer/NumberInterpolator.d.ts +8 -8
- package/types/action_sequencer/VectorInterpolator.d.ts +7 -7
- package/types/canvas_drawer/CanvasDrawer.d.ts +13 -13
- package/types/canvas_drawer/MultiLineTextDrawer.d.ts +5 -5
- package/types/canvas_drawer/SimpleTextDrawer.d.ts +5 -5
- package/types/components/AudioClip.d.ts +12 -12
- package/types/components/AxisHelper.d.ts +6 -6
- package/types/components/BaseObject.d.ts +5 -5
- package/types/components/EdgeMesh.d.ts +13 -13
- package/types/components/GeometryEdgeVisualizer.d.ts +4 -4
- package/types/components/Grid.d.ts +2 -2
- package/types/components/Line.d.ts +16 -16
- package/types/components/MultiLinePath.d.ts +4 -4
- package/types/components/MultiLineText2D.d.ts +10 -10
- package/types/components/ObjectAxis.d.ts +3 -3
- package/types/components/ObjectOrientedBoundingBox.d.ts +18 -18
- package/types/components/PlaneHelper.d.ts +6 -6
- package/types/components/Shape2D.d.ts +4 -4
- package/types/components/Shape3D.d.ts +3 -3
- package/types/components/Text2D.d.ts +13 -13
- package/types/components/UIElement.d.ts +52 -52
- package/types/components/UpdatableMaterialMesh.d.ts +4 -4
- package/types/components/WorldImage.d.ts +13 -13
- package/types/components/sdf_text/SDFText.d.ts +30 -30
- package/types/components/sdf_text/SDFTextBatch.d.ts +12 -12
- package/types/components/sdf_text/TextGlyph.d.ts +6 -6
- package/types/editor/ManipulatorHandle.d.ts +14 -14
- package/types/editor/ObjectEditor.d.ts +16 -16
- package/types/editor/ObjectManipulator.d.ts +19 -19
- package/types/editor/ObjectPicker.d.ts +16 -16
- package/types/gpu_particles/GPUParticleSystem.d.ts +12 -12
- package/types/gpu_particles/ParticleAttribute.d.ts +15 -15
- package/types/gpu_particles/ParticlePositionAttribute.d.ts +4 -4
- package/types/html_utilities/CSSAnimator.d.ts +30 -30
- package/types/html_utilities/css_animator_states/Animating.d.ts +8 -8
- package/types/html_utilities/css_animator_states/Idle.d.ts +6 -6
- package/types/index.d.ts +89 -89
- package/types/materials/AddMaterial.d.ts +5 -5
- package/types/materials/AlphaFilterMaterial.d.ts +6 -6
- package/types/materials/BaseShaderMaterial.d.ts +3 -3
- package/types/materials/BlitMaterial.d.ts +3 -3
- package/types/materials/BloomComposeMaterial.d.ts +7 -7
- package/types/materials/BoxBlurMaterial.d.ts +4 -4
- package/types/materials/ClearAlphaMaterial.d.ts +3 -3
- package/types/materials/ClearColorMaterial.d.ts +7 -7
- package/types/materials/ClearDepthNormalMaterial.d.ts +4 -4
- package/types/materials/DeferredRendererComposeMaterial.d.ts +7 -7
- package/types/materials/DepthNormalMaterial.d.ts +4 -4
- package/types/materials/DisplayNormalTextureMaterial.d.ts +4 -4
- package/types/materials/DualFilteringBlurMaterial.d.ts +4 -4
- package/types/materials/FXAAMaterial.d.ts +3 -3
- package/types/materials/GaussianBlurMaterial.d.ts +6 -6
- package/types/materials/LuminosityHighPassMaterial.d.ts +4 -4
- package/types/materials/MedianFilterMaterial.d.ts +6 -6
- package/types/materials/NormalMaterial.d.ts +2 -2
- package/types/materials/SDFScreenTextMaterial.d.ts +11 -11
- package/types/materials/SDFTextMaterial.d.ts +12 -12
- package/types/materials/SSAOComposeMaterial.d.ts +4 -4
- package/types/materials/SSAOMaterial.d.ts +6 -6
- package/types/materials/ScreenSpaceTextureMaterial.d.ts +7 -7
- package/types/materials/UIElementMaterial.d.ts +7 -7
- package/types/materials/UnrealBloomComposeMaterial.d.ts +17 -17
- package/types/materials/UnrealBlurMaterial.d.ts +4 -4
- package/types/materials/UnrealComposeMaterial.d.ts +4 -4
- package/types/materials/ViewPositionMaterial.d.ts +3 -3
- package/types/materials/deferred/DeferredPointLightMaterial.d.ts +10 -10
- package/types/materials/gpu_particles/ParticleStorageMaterial.d.ts +3 -3
- package/types/materials/gpu_particles/PositionStorageMaterial.d.ts +4 -4
- package/types/object_pool/Pool.d.ts +10 -10
- package/types/primitives/Arrow.d.ts +8 -8
- package/types/primitives/Cube.d.ts +3 -3
- package/types/primitives/HorizontalPlane.d.ts +3 -3
- package/types/primitives/Sphere.d.ts +3 -3
- package/types/primitives/VerticalPlane.d.ts +3 -3
- package/types/raycast/GroupRaycaster.d.ts +13 -13
- package/types/raycast/PlaneDragResolver.d.ts +14 -14
- package/types/raycast/PlaneRaycastResolver.d.ts +5 -5
- package/types/raycast/PlaneRaycaster.d.ts +7 -7
- package/types/raycast/RaycastResolver.d.ts +5 -5
- package/types/raycast/SurfaceDragResolver.d.ts +13 -13
- package/types/raycast/states/BaseState.d.ts +5 -5
- package/types/raycast/states/IdleState.d.ts +5 -5
- package/types/raycast/states/OnRaycastEnter.d.ts +5 -5
- package/types/raycast/states/OnRaycastExit.d.ts +4 -4
- package/types/raycast/states/OnRaycastHover.d.ts +4 -4
- package/types/render_mode/BaseRender.d.ts +7 -7
- package/types/render_mode/BloomRender.d.ts +10 -10
- package/types/render_mode/DebugNormalsRender.d.ts +4 -4
- package/types/render_mode/DeferredRender.d.ts +9 -9
- package/types/render_mode/NormalAORender.d.ts +16 -16
- package/types/render_mode/NormalRender.d.ts +4 -4
- package/types/render_mode/OutlineRender.d.ts +20 -20
- package/types/render_mode/PlanarReflectionsRender.d.ts +13 -13
- package/types/render_mode/TransparencyMixRender.d.ts +21 -21
- package/types/render_mode/UnrealBloomRender.d.ts +19 -19
- package/types/render_utilities/Blitter.d.ts +16 -16
- package/types/render_utilities/Blurrer.d.ts +9 -9
- package/types/render_utilities/DepthAndNormalsRenderer.d.ts +12 -12
- package/types/render_utilities/DualFilteringBlurrer.d.ts +19 -19
- package/types/render_utilities/GaussianBlurrer.d.ts +27 -27
- package/types/render_utilities/MedianFilter.d.ts +10 -10
- package/types/render_utilities/ViewPositionRenderer.d.ts +9 -9
- package/types/resource_loader/AbstractLoader.d.ts +18 -18
- package/types/resource_loader/AudioLoader.d.ts +8 -8
- package/types/resource_loader/BasisLoader.d.ts +6 -6
- package/types/resource_loader/CubemapLoader.d.ts +7 -7
- package/types/resource_loader/DAELoader.d.ts +6 -6
- package/types/resource_loader/DDSLoader.d.ts +6 -6
- package/types/resource_loader/FileLoader.d.ts +6 -6
- package/types/resource_loader/FontLoader.d.ts +6 -6
- package/types/resource_loader/GLTFDRACOLoader.d.ts +7 -7
- package/types/resource_loader/GLTFLoader.d.ts +5 -5
- package/types/resource_loader/HDRCubeTextureLoader.d.ts +7 -7
- package/types/resource_loader/JSONLoader.d.ts +6 -6
- package/types/resource_loader/OBJLoader.d.ts +6 -6
- package/types/resource_loader/PointArrayLoader.d.ts +7 -7
- package/types/resource_loader/RGBETextureLoader.d.ts +6 -6
- package/types/resource_loader/ResourceBatch.d.ts +13 -13
- package/types/resource_loader/SVGLoader.d.ts +6 -6
- package/types/resource_loader/TextLoader.d.ts +6 -6
- package/types/resource_loader/TextureLoader.d.ts +6 -6
- package/types/resource_loader/VideoLoader.d.ts +6 -6
- package/types/static_batcher/GeometryBatch.d.ts +37 -37
- package/types/static_batcher/GeometryBatcher.d.ts +7 -7
- package/types/ui/ui_element_position/ScreenSpacePosition.d.ts +4 -4
- package/types/ui/ui_element_position/WorldSpacePosition.d.ts +5 -5
- package/types/ui/ui_element_state/OnIdle.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseEnter.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseExit.d.ts +5 -5
- package/types/ui/ui_element_state/OnMouseHover.d.ts +5 -5
- package/types/ui/ui_element_state/UIElementState.d.ts +5 -5
- package/types/utilities/ArrayUtilities.d.ts +7 -7
- package/types/utilities/CameraUtilities.d.ts +24 -24
- package/types/utilities/EasingFunctions.d.ts +35 -35
- package/types/utilities/FrustumPointFitter.d.ts +14 -14
- package/types/utilities/GeometryUtilities.d.ts +4 -4
- package/types/utilities/ImageUtilities.d.ts +4 -4
- package/types/utilities/MeshSampler.d.ts +14 -14
- package/types/utilities/ModelUtilities.d.ts +13 -13
- package/types/utilities/OMath.d.ts +21 -21
- package/types/utilities/ObjectUtilities.d.ts +5 -5
- package/types/utilities/OrthographicFrustumPointFitter.d.ts +7 -7
- package/types/utilities/PerspectiveFrustumPointFitter.d.ts +12 -12
- package/types/utilities/StringUtilities.d.ts +5 -5
- package/types/utilities/TimeUtilities.d.ts +3 -3
- package/types/utilities/Validation.d.ts +6 -6
- package/types/view_components/ApplicationView.d.ts +11 -11
- package/types/view_components/ViewComponent.d.ts +13 -13
- package/types/view_components/ViewComponentManager.d.ts +10 -10
- package/types/view_components/ViewContext.d.ts +6 -6
- package/types/view_components/ViewManager.d.ts +24 -24
- package/types/view_components/ViewState.d.ts +15 -15
- package/types/view_components/transition/ActionSequencerBuilder.d.ts +15 -15
- package/types/view_components/transition/DrawIOAnimationSheet.d.ts +17 -17
- package/types/view_components/transition/TransitionTable.d.ts +8 -8
- package/types/view_components/transition/ViewStateTransitionHandler.d.ts +16 -16
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@@ -1,95 +1,95 @@
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uniform sampler2D _MainTex;
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uniform mat4 _InverseProjMatrix;
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uniform float _Bias;
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uniform float _Radius;
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uniform vec2 _Resolution;
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uniform float _FarPlane;
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varying vec2 vUv;
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varying vec4 vRay;
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uniform vec3 _SampleKernel[64];
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uniform sampler2D _RandomRotation;
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uniform mat4 _ProjectionMatrix;
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vec3 decode_normal (vec4 enc)
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{
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float scale = 1.7777;
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vec3 nn =
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enc.xyz*vec3(2.0*scale,2.0*scale,0.0) +
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vec3(-scale,-scale,1.0);
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float g = 2.0 / dot(nn.xyz,nn.xyz);
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vec3 n;
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n.xy = g*nn.xy;
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n.z = g-1.0;
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return n;
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}
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float DecodeFloatRG( vec2 enc )
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{
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vec2 kDecodeDot = vec2(1.0, 1.0/255.0);
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return dot( enc, kDecodeDot );
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}
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vec3 DecodeNormal(vec2 uv)
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{
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vec2 encoded_normal = texture2D(_MainTex, uv).zw;
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vec3 normalValue = normalize(decode_normal(vec4(encoded_normal, 0., 0.)));
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return normalize(normalValue);
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}
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vec3 DecodeViewPos(vec2 uv)
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{
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vec2 depth = texture2D(_MainTex, uv).xy;
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vec4 inv_proj = _InverseProjMatrix * vec4(vUv * 2.0 - 1.0, 1.0, 1.0);
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return DecodeFloatRG(depth) * (vRay.xyz/vRay.w);
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}
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void main()
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{
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vec2 noiseScale = vec2(_Resolution.x/4.0,_Resolution.y/4.0); // noise texture 4x4
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vec3 fragPos = DecodeViewPos(vUv);
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vec3 normal = DecodeNormal(vUv);
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vec3 randomVec = texture2D(_RandomRotation, vUv * noiseScale).xyz;
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randomVec = vec3(randomVec.xy * 2.0 - 1.0, 0);
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randomVec = normalize(randomVec);
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = normalize(cross(normal, tangent));
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mat3 TBN = mat3(tangent, bitangent, normal);
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float occlusion = 0.0;
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const int kernelSize = 64;
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for(int i = 0; i < kernelSize; ++i)
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{
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// get sample position
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vec3 sample = TBN * _SampleKernel[i]; // From tangent to view-space
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sample = fragPos + sample * _Radius;
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vec4 projPos = _ProjectionMatrix * vec4(sample, 1.0);
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vec2 screenPos = projPos.xy / projPos.w;
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screenPos = screenPos * 0.5 +0.5;
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float sampled_depth = DecodeViewPos(screenPos).z;
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float rangeCheck = smoothstep(0.0, 1.0, _Radius / abs(fragPos.z - sampled_depth));
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occlusion += step(sample.z+_Bias, sampled_depth) * rangeCheck;
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}
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occlusion = (occlusion / float(kernelSize));
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gl_FragColor.rgb = vec3(occlusion,occlusion,occlusion);
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gl_FragColor.a = 1.0;
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}
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uniform sampler2D _MainTex;
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uniform mat4 _InverseProjMatrix;
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uniform float _Bias;
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uniform float _Radius;
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uniform vec2 _Resolution;
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uniform float _FarPlane;
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varying vec2 vUv;
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varying vec4 vRay;
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uniform vec3 _SampleKernel[64];
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uniform sampler2D _RandomRotation;
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uniform mat4 _ProjectionMatrix;
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vec3 decode_normal (vec4 enc)
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{
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float scale = 1.7777;
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vec3 nn =
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enc.xyz*vec3(2.0*scale,2.0*scale,0.0) +
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vec3(-scale,-scale,1.0);
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float g = 2.0 / dot(nn.xyz,nn.xyz);
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vec3 n;
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n.xy = g*nn.xy;
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n.z = g-1.0;
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return n;
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}
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32
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float DecodeFloatRG( vec2 enc )
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{
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vec2 kDecodeDot = vec2(1.0, 1.0/255.0);
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return dot( enc, kDecodeDot );
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}
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vec3 DecodeNormal(vec2 uv)
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{
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vec2 encoded_normal = texture2D(_MainTex, uv).zw;
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vec3 normalValue = normalize(decode_normal(vec4(encoded_normal, 0., 0.)));
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return normalize(normalValue);
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}
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vec3 DecodeViewPos(vec2 uv)
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{
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vec2 depth = texture2D(_MainTex, uv).xy;
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vec4 inv_proj = _InverseProjMatrix * vec4(vUv * 2.0 - 1.0, 1.0, 1.0);
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return DecodeFloatRG(depth) * (vRay.xyz/vRay.w);
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}
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void main()
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{
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vec2 noiseScale = vec2(_Resolution.x/4.0,_Resolution.y/4.0); // noise texture 4x4
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60
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vec3 fragPos = DecodeViewPos(vUv);
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vec3 normal = DecodeNormal(vUv);
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vec3 randomVec = texture2D(_RandomRotation, vUv * noiseScale).xyz;
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randomVec = vec3(randomVec.xy * 2.0 - 1.0, 0);
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randomVec = normalize(randomVec);
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vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
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vec3 bitangent = normalize(cross(normal, tangent));
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mat3 TBN = mat3(tangent, bitangent, normal);
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71
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float occlusion = 0.0;
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const int kernelSize = 64;
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for(int i = 0; i < kernelSize; ++i)
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{
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// get sample position
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79
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vec3 sample = TBN * _SampleKernel[i]; // From tangent to view-space
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sample = fragPos + sample * _Radius;
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vec4 projPos = _ProjectionMatrix * vec4(sample, 1.0);
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vec2 screenPos = projPos.xy / projPos.w;
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screenPos = screenPos * 0.5 +0.5;
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float sampled_depth = DecodeViewPos(screenPos).z;
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float rangeCheck = smoothstep(0.0, 1.0, _Radius / abs(fragPos.z - sampled_depth));
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occlusion += step(sample.z+_Bias, sampled_depth) * rangeCheck;
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}
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occlusion = (occlusion / float(kernelSize));
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gl_FragColor.rgb = vec3(occlusion,occlusion,occlusion);
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gl_FragColor.a = 1.0;
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}
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@@ -1,11 +1,11 @@
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varying vec2 vUv;
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varying vec4 vRay;
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uniform mat4 _InverseProjMatrix;
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void main()
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{
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gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
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vRay = _InverseProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);
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vUv = uv;
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varying vec2 vUv;
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varying vec4 vRay;
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uniform mat4 _InverseProjMatrix;
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void main()
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7
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{
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gl_Position = vec4(uv * 2.0 - 1.0, 1.0, 1.0);
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vRay = _InverseProjMatrix * vec4(uv * 2.0 - 1.0, 1.0, 1.0);
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vUv = uv;
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}
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@@ -1,14 +1,14 @@
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uniform sampler2D _MainTex;
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uniform sampler2D _AO;
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uniform vec2 _Resolution;
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uniform vec2 _SampleDir;
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varying vec2 vUv;
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void main()
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{
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gl_FragColor.rgb = texture2D(_MainTex, vUv).rgb * (1.0 - texture2D(_AO, vUv).r);
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gl_FragColor.a = 1.0;
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13
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}
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uniform sampler2D _MainTex;
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2
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uniform sampler2D _AO;
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3
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uniform vec2 _Resolution;
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4
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uniform vec2 _SampleDir;
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varying vec2 vUv;
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6
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7
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void main()
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8
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{
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9
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10
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11
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gl_FragColor.rgb = texture2D(_MainTex, vUv).rgb * (1.0 - texture2D(_AO, vUv).r);
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12
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gl_FragColor.a = 1.0;
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13
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+
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14
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}
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@@ -1,7 +1,7 @@
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1
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uniform sampler2D _MainTex;
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2
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varying vec2 vUv;
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3
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4
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void main()
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5
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{
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6
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gl_FragColor = texture2D( _MainTex, vUv);
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1
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uniform sampler2D _MainTex;
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2
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varying vec2 vUv;
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3
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+
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4
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void main()
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5
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{
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6
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gl_FragColor = texture2D( _MainTex, vUv);
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7
7
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}
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@@ -1,19 +1,19 @@
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1
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uniform sampler2D _OpaqueTex;
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2
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uniform sampler2D _TransparentTex;
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3
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-
uniform vec2 _Resolution;
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4
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uniform float _Opacity;
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5
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varying vec2 vUv;
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6
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7
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void main()
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8
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{
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9
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vec4 opaque = texture2D( _OpaqueTex, vUv);
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10
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vec4 transparent = texture2D( _TransparentTex, vUv);
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11
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-
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12
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gl_FragColor = vec4(mix(opaque.rgb, transparent.rgb, transparent.a*_Opacity), 1.0);
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13
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// if(vUv.x > 0.5)
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14
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// gl_FragColor = vec4(opaque.rgb, 1.0);
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15
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// else
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16
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// gl_FragColor = vec4(transparent.rgb, 1.0);
|
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17
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-
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18
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-
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1
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+
uniform sampler2D _OpaqueTex;
|
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2
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+
uniform sampler2D _TransparentTex;
|
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3
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+
uniform vec2 _Resolution;
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4
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+
uniform float _Opacity;
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5
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+
varying vec2 vUv;
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6
|
+
|
|
7
|
+
void main()
|
|
8
|
+
{
|
|
9
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+
vec4 opaque = texture2D( _OpaqueTex, vUv);
|
|
10
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+
vec4 transparent = texture2D( _TransparentTex, vUv);
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11
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+
|
|
12
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+
gl_FragColor = vec4(mix(opaque.rgb, transparent.rgb, transparent.a*_Opacity), 1.0);
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13
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+
// if(vUv.x > 0.5)
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14
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+
// gl_FragColor = vec4(opaque.rgb, 1.0);
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15
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+
// else
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16
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+
// gl_FragColor = vec4(transparent.rgb, 1.0);
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|
17
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+
|
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18
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+
|
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19
19
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}
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@@ -1,8 +1,8 @@
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varying vec2 vUv;
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void main()
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{
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gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
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vUv = uv;
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varying vec2 vUv;
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void main()
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{
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gl_Position = vec4(uv * 2.0 - 1.0, 0.0, 1.0);
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vUv = uv;
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}
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@@ -1,11 +1,11 @@
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uniform sampler2D _MainTex;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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varying vec2 vUv;
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void main()
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{
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gl_FragColor = texture2D(_MainTex, vUv + vec2(0.5, 0.5)/_TextureSize);
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uniform sampler2D _MainTex;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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varying vec2 vUv;
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void main()
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{
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gl_FragColor = texture2D(_MainTex, vUv + vec2(0.5, 0.5)/_TextureSize);
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}
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@@ -1,32 +1,32 @@
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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uniform vec2 _PixelOffset;
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uniform vec3 _NDC;
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uniform vec2 _PivotPoint;
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uniform float _DepthOffset;
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varying vec2 vUv;
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vec2 round_to_ceil(vec2 pos)
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{
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pos = pos * 0.5 + 0.5;
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pos *= _ScreenSize;
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pos = ceil(pos)+0.5;
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pos /= _ScreenSize;
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return pos * 2.0 - 1.0;
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}
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void main()
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{
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vec4 projected_pos = projectionMatrix * viewMatrix * vec4(_NDC, 1.0);
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projected_pos.zw += _DepthOffset;
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projected_pos.xyz /= projected_pos.w;
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vec2 normalized_size = _TextureSize/_ScreenSize;
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vec2 dir = uv * 2.0 - 1.0;
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dir -= _PivotPoint;
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vec2 pos = projected_pos.xy+ dir * normalized_size;
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gl_Position = vec4(round_to_ceil(pos), projected_pos.z, 1.0);
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vUv = uv;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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uniform vec2 _PixelOffset;
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uniform vec3 _NDC;
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uniform vec2 _PivotPoint;
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uniform float _DepthOffset;
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varying vec2 vUv;
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vec2 round_to_ceil(vec2 pos)
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{
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pos = pos * 0.5 + 0.5;
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pos *= _ScreenSize;
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pos = ceil(pos)+0.5;
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pos /= _ScreenSize;
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return pos * 2.0 - 1.0;
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}
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void main()
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{
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vec4 projected_pos = projectionMatrix * viewMatrix * vec4(_NDC, 1.0);
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projected_pos.zw += _DepthOffset;
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projected_pos.xyz /= projected_pos.w;
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vec2 normalized_size = _TextureSize/_ScreenSize;
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vec2 dir = uv * 2.0 - 1.0;
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dir -= _PivotPoint;
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vec2 pos = projected_pos.xy+ dir * normalized_size;
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gl_Position = vec4(round_to_ceil(pos), projected_pos.z, 1.0);
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vUv = uv;
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}
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@@ -1,39 +1,39 @@
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uniform vec2 _ScreenSize;
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uniform vec2 _TextSize;
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uniform vec2 _PixelOffset;
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uniform float _DepthOffset;
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uniform float _FixedDepth;
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uniform float _DepthValue;
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uniform float _UseAbsoluteScreenPosition;
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uniform vec2 _ScreenPosition;
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uniform float _WorldTextSize;
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varying vec2 vUv;
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void main()
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{
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vec3 w_pos;
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w_pos.x = modelMatrix[0][3];
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w_pos.y = modelMatrix[1][3];
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w_pos.z = modelMatrix[2][3];
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vec2 dir = uv * 2.0 - 1.0;
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dir.x *= (_TextSize.x / _TextSize.y);
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vec4 view_pos = modelViewMatrix * vec4(w_pos, 1.0);
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vec3 forward = vec3(0., 0., 1.);
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vec3 binormal = normalize(cross(forward, vec3(0.0, -1.0, 0.0)));
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vec3 up = cross(forward, binormal);
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vec3 normal = (binormal * dir.x + up * dir.y);
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normal = normalize(normal);
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view_pos.xyz += normal * _WorldTextSize * 0.5;
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gl_Position = projectionMatrix * view_pos;
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vUv = uv;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextSize;
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uniform vec2 _PixelOffset;
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uniform float _DepthOffset;
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uniform float _FixedDepth;
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uniform float _DepthValue;
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uniform float _UseAbsoluteScreenPosition;
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uniform vec2 _ScreenPosition;
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uniform float _WorldTextSize;
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varying vec2 vUv;
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void main()
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{
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vec3 w_pos;
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w_pos.x = modelMatrix[0][3];
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w_pos.y = modelMatrix[1][3];
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w_pos.z = modelMatrix[2][3];
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vec2 dir = uv * 2.0 - 1.0;
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dir.x *= (_TextSize.x / _TextSize.y);
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vec4 view_pos = modelViewMatrix * vec4(w_pos, 1.0);
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vec3 forward = vec3(0., 0., 1.);
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vec3 binormal = normalize(cross(forward, vec3(0.0, -1.0, 0.0)));
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vec3 up = cross(forward, binormal);
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vec3 normal = (binormal * dir.x + up * dir.y);
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normal = normalize(normal);
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view_pos.xyz += normal * _WorldTextSize * 0.5;
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gl_Position = projectionMatrix * view_pos;
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vUv = uv;
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}
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@@ -1,11 +1,11 @@
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uniform sampler2D _MainTex;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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varying vec2 vUv;
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void main()
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{
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gl_FragColor = texture2D(_MainTex, vUv + vec2(0.5, 0.5)/_TextureSize);
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}
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uniform sampler2D _MainTex;
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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varying vec2 vUv;
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void main()
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{
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gl_FragColor = texture2D(_MainTex, vUv + vec2(0.5, 0.5)/_TextureSize);
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}
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@@ -1,32 +1,32 @@
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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uniform vec2 _PixelOffset;
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uniform vec3 _NDC;
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uniform vec2 _PivotPoint;
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uniform float _DepthOffset;
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varying vec2 vUv;
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vec2 add_pixel_offset(vec2 pos)
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{
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pos = pos * 0.5 + 0.5;
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pos *= _ScreenSize;
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pos = ceil(pos+_PixelOffset)+0.5;
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pos /= _ScreenSize;
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return pos * 2.0 - 1.0;
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}
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void main()
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{
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vec4 projected_pos = projectionMatrix * viewMatrix * vec4(_NDC, 1.0);
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projected_pos.zw += _DepthOffset;
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projected_pos.xyz /= projected_pos.w;
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vec2 normalized_size = _TextureSize/_ScreenSize;
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vec2 dir = uv * 2.0 - 1.0;
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dir -= _PivotPoint;
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vec2 pos = projected_pos.xy+dir * normalized_size;
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gl_Position = vec4(add_pixel_offset(pos), projected_pos.z, 1.0);
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vUv = uv;
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}
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uniform vec2 _ScreenSize;
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uniform vec2 _TextureSize;
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uniform vec2 _PixelOffset;
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uniform vec3 _NDC;
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uniform vec2 _PivotPoint;
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uniform float _DepthOffset;
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varying vec2 vUv;
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vec2 add_pixel_offset(vec2 pos)
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{
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pos = pos * 0.5 + 0.5;
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pos *= _ScreenSize;
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pos = ceil(pos+_PixelOffset)+0.5;
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pos /= _ScreenSize;
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return pos * 2.0 - 1.0;
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}
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void main()
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{
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vec4 projected_pos = projectionMatrix * viewMatrix * vec4(_NDC, 1.0);
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projected_pos.zw += _DepthOffset;
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projected_pos.xyz /= projected_pos.w;
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vec2 normalized_size = _TextureSize/_ScreenSize;
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vec2 dir = uv * 2.0 - 1.0;
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dir -= _PivotPoint;
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vec2 pos = projected_pos.xy+dir * normalized_size;
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gl_Position = vec4(add_pixel_offset(pos), projected_pos.z, 1.0);
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vUv = uv;
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}
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@@ -1,25 +1,25 @@
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#include <common>
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varying vec2 vUv;
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uniform sampler2D _MainTex;
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uniform vec2 _Resolution;
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uniform vec2 _SampleDir;
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float gaussianPdf(in float x, in float sigma) {
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return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
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}
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void main() {
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vec2 invSize = 1.0 / _Resolution;
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float fSigma = float(SIGMA);
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float weightSum = gaussianPdf(0.0, fSigma);
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vec3 diffuseSum = texture2D( _MainTex, vUv).rgb * weightSum;
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for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float(i);
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float w = gaussianPdf(x, fSigma);
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vec2 uvOffset = _SampleDir * invSize * x;
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vec3 sample1 = texture2D( _MainTex, vUv + uvOffset).rgb;
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vec3 sample2 = texture2D( _MainTex, vUv - uvOffset).rgb;
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diffuseSum += (sample1 + sample2) * w;
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weightSum += 2.0 * w;
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}
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gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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#include <common>
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varying vec2 vUv;
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uniform sampler2D _MainTex;
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uniform vec2 _Resolution;
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uniform vec2 _SampleDir;
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float gaussianPdf(in float x, in float sigma) {
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return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;
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}
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void main() {
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vec2 invSize = 1.0 / _Resolution;
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float fSigma = float(SIGMA);
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float weightSum = gaussianPdf(0.0, fSigma);
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vec3 diffuseSum = texture2D( _MainTex, vUv).rgb * weightSum;
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for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
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float x = float(i);
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float w = gaussianPdf(x, fSigma);
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vec2 uvOffset = _SampleDir * invSize * x;
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vec3 sample1 = texture2D( _MainTex, vUv + uvOffset).rgb;
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vec3 sample2 = texture2D( _MainTex, vUv - uvOffset).rgb;
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diffuseSum += (sample1 + sample2) * w;
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weightSum += 2.0 * w;
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}
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gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
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}
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@@ -1,24 +1,24 @@
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varying vec2 vUv;
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uniform sampler2D blurTexture1;
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uniform sampler2D blurTexture2;
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uniform sampler2D blurTexture3;
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uniform sampler2D blurTexture4;
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uniform sampler2D blurTexture5;
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uniform sampler2D dirtTexture;
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uniform float bloomStrength;
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uniform float bloomRadius;
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uniform float bloomFactors[NUM_MIPS];
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uniform vec3 bloomTintColors[NUM_MIPS];
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float lerpBloomFactor(const in float factor) {
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float mirrorFactor = 1.2 - factor;
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return mix(factor, mirrorFactor, bloomRadius);
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-
}
|
|
17
|
-
|
|
18
|
-
void main() {
|
|
19
|
-
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
|
20
|
-
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
|
21
|
-
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
|
22
|
-
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
|
23
|
-
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
|
1
|
+
varying vec2 vUv;
|
|
2
|
+
uniform sampler2D blurTexture1;
|
|
3
|
+
uniform sampler2D blurTexture2;
|
|
4
|
+
uniform sampler2D blurTexture3;
|
|
5
|
+
uniform sampler2D blurTexture4;
|
|
6
|
+
uniform sampler2D blurTexture5;
|
|
7
|
+
uniform sampler2D dirtTexture;
|
|
8
|
+
uniform float bloomStrength;
|
|
9
|
+
uniform float bloomRadius;
|
|
10
|
+
uniform float bloomFactors[NUM_MIPS];
|
|
11
|
+
uniform vec3 bloomTintColors[NUM_MIPS];
|
|
12
|
+
|
|
13
|
+
float lerpBloomFactor(const in float factor) {
|
|
14
|
+
float mirrorFactor = 1.2 - factor;
|
|
15
|
+
return mix(factor, mirrorFactor, bloomRadius);
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
void main() {
|
|
19
|
+
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
|
|
20
|
+
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
|
|
21
|
+
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
|
|
22
|
+
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
|
|
23
|
+
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
|
|
24
24
|
}
|