#include "common.h" uniform mat4 g_ModelViewProjectionMatrix; uniform float g_Time; uniform vec4 g_Texture0Resolution; uniform vec4 g_Texture2Resolution; uniform float g_AnimationSpeed; // {"material":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]} uniform float g_Scale; // {"material":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]} uniform float g_ScrollSpeed; // {"material":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]} uniform float g_Direction; // {"material":"ui_editor_properties_scroll_direction","default":0,"range":[0,6.28]} attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec4 v_TexCoord; varying vec4 v_TexCoordRipple; void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); v_TexCoord.xy = a_TexCoord; float piFrac = 0.78539816339744830961566084581988 * 0.5; float pi = 3.141; vec2 coordsRotated = v_TexCoord.xy; vec2 coordsRotated2 = v_TexCoord.xy * 1.333; vec2 scroll = rotateVec2(vec2(0, -1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time; v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll; v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll; v_TexCoordRipple *= g_Scale; float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y); v_TexCoordRipple.xz *= rippleTextureAdjustment; v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x, v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y); }