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- // [COMBO_OFF] {"material":"ui_editor_properties_specular","combo":"SPECULAR","type":"options","default":0}
- varying vec4 v_TexCoord;
- varying vec2 v_Scroll;
- uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true}
- uniform sampler2D g_Texture1; // {"material":"ui_editor_properties_water_normal"}
- uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white"}
- uniform float g_Strength; // {"material":"ui_editor_properties_ripple_strength","default":0.1,"range":[0,1]}
- uniform float g_SpecularPower; // {"material":"ui_editor_properties_ripple_specular_power","default":1.0,"range":[0,100]}
- uniform float g_SpecularStrength; // {"material":"ui_editor_properties_ripple_specular_strength","default":1.0,"range":[0,10]}
- uniform vec3 g_SpecularColor; // {"material":"ui_editor_properties_ripple_specular_color","default":"1 1 1","type":"color"}
- varying vec4 v_TexCoordRipple;
- void main() {
- vec2 texCoord = v_TexCoord.xy;
-
- float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
-
- vec3 n1 = texSample2D(g_Texture1, v_TexCoordRipple.xy).xyz * 2 - 1;
- vec3 n2 = texSample2D(g_Texture1, v_TexCoordRipple.zw).xyz * 2 - 1;
- vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z));
-
- texCoord.xy += normal.xy * g_Strength * g_Strength * mask;
-
- gl_FragColor = texSample2D(g_Texture0, texCoord);
-
- #if SPECULAR == 1
- vec2 direction = vec2(0.5, 0.0) - v_TexCoord.xy;
- direction = normalize(direction);
- float specular = max(0.0, dot(normal.xy, direction)) * max(0.0, dot(direction, vec2(0.0, -1.0)));
-
- specular = pow(specular, g_SpecularPower) * g_SpecularStrength;
- gl_FragColor.rgb += specular * g_SpecularColor * gl_FragColor.a;
- #endif
- }
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