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- #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; // replaced by gl_Vertex
- // attribute vec2 a_TexCoord; // replaced by gl_MultiTexCoord0
- varying vec4 v_TexCoord;
- varying vec4 v_TexCoordRipple;
- void main() {
- // gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
- gl_Position = g_ModelViewProjectionMatrix * gl_Vertex;
- v_TexCoord.xy = gl_MultiTexCoord0.xy;
- // 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);
- }
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