~ Current status of the project (basic shader support and shader precompilation steps)

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
This commit is contained in:
Alexis Maiquez 2018-07-05 02:17:58 +02:00
commit ff59fcce41
24 changed files with 1491 additions and 0 deletions

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#include <irrlicht.h>
#include <iostream>
#include <fstream>
#include <string>
#include "BasicShaderLoader.h"
#include "nier_test.h"
#include "common.h"
BasicShaderLoader::BasicShaderLoader (irr::io::path file, Type type)
{
this->m_content = "#version 120\n"
"#define texSample2D texture2D\n"
"#define frac fract\n";
std::ifstream _in (file.c_str ());
this->m_content.append (std::istreambuf_iterator<char> (_in), std::istreambuf_iterator<char> ());
this->m_type = type;
}
bool BasicShaderLoader::peekString(std::string str, std::string::const_iterator& it)
{
std::string::const_iterator check = str.begin();
std::string::const_iterator cur = it + 1;
while (cur != this->m_content.end () && check != str.end ())
{
if (*cur != *check) return false;
cur ++; check ++;
}
if (check != str.end ())
{
return false;
}
it = cur;
return true;
}
void BasicShaderLoader::ignoreSpaces(std::string::const_iterator &it)
{
while (it != this->m_content.end() && (*it == ' ' || *it == '\t')) it ++;
}
std::string BasicShaderLoader::extractQuotedValue(std::string::const_iterator& it)
{
std::string::const_iterator cur = it;
if (*cur != '"')
{
m_error = true;
m_errorInfo = "Expected opening \" but got " + (*cur);
return "";
}
cur ++;
while (cur != this->m_content.end () && *cur != '\n' && *cur != '"') cur ++;
if (cur == this->m_content.end ())
{
m_error = true;
m_errorInfo = "Expected closing \" not found";
it = cur;
return "";
}
std::string filename = std::string (++it, cur);
it = cur;
return filename;
}
std::string BasicShaderLoader::lookupShaderFile (std::string filename)
{
irr::io::path shaderTest = _example_base_folder; shaderTest += "/"; shaderTest += filename.c_str ();
irr::io::IFileSystem *fs = device->getFileSystem ();
// by default try to load from current folder
// we might want, in the future, to load things from different folders
// to provide standard functionality
if (fs->existFile (shaderTest) == false)
{
this->m_error = true;
this->m_errorInfo = "Cannot find file " + filename + " to include";
return "";
}
// open the file, read content and close it
irr::io::IReadFile* readFile = fs->createAndOpenFile (shaderTest);
char* buffer = (char*) malloc (readFile->getSize () + 1);
memset (buffer, 0, readFile->getSize() + 1);
readFile->read (buffer, readFile->getSize ());
readFile->drop ();
std::string output = buffer;
free (buffer);
return output;
}
std::string* BasicShaderLoader::precompile ()
{
// parse the shader and find #includes and such things and translate them to the correct name
// also remove any #version definition to prevent errors
std::string::const_iterator it = this->m_content.begin ();
// search preprocessor macros and parse them
while (it != this->m_content.end () && this->m_error == false)
{
// TODO: on precompilation steps search for attributes and replace them
// TODO: with the correct opengl shader variable
if (*it == '#')
{
if (this->peekString ("include", it) == true)
{
std::string filename = "";
// ignore whitespaces
this->ignoreSpaces(it);
// extract value between quotes
filename = this->extractQuotedValue(it);
// try to find the file first
this->m_compiledContent += "// begin of included from file " + filename + "\r\n";
this->m_compiledContent += this->lookupShaderFile (filename);
this->m_compiledContent += "\r\n// end of included from file " + filename + "\r\n";
}
else
{
this->m_compiledContent += '#';
}
}
else
{
this->m_compiledContent += *it;
}
it ++;
}
return &this->m_compiledContent;
}

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#ifndef __BASIC_SHADER_LOADER_H__
#define __BASIC_SHADER_LOADER_H__
#include <iostream>
/**
* A basic shader loader that adds basic function definitions to every loaded shader
*/
class BasicShaderLoader
{
public:
enum Type
{
Type_Vertex = 0,
Type_Pixel = 1,
};
BasicShaderLoader (irr::io::path file, Type type);
std::string* precompile ();
private:
bool peekString (std::string str, std::string::const_iterator& it);
void ignoreSpaces (std::string::const_iterator& it);
std::string extractQuotedValue (std::string::const_iterator& it);
std::string lookupShaderFile (std::string filename);
std::string m_content;
std::string m_compiledContent;
bool m_error;
std::string m_errorInfo;
Type m_type;
};
#endif /* !__BASIC_SHADER_LOADER_H__ */

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cmake_minimum_required(VERSION 3.0)
project(wallengine)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_FLAGS "-fpermissive")
find_package(X11 REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(ZLIB REQUIRED)
add_library(irrlicht STATIC IMPORTED)
set_property(TARGET irrlicht PROPERTY IMPORTED_LOCATION ../../lib/irrlicht/lib/Linux/libIrrlicht.a)
include_directories(${X11_INCLUDE_DIR} "../lib/irrlicht/include")
add_executable(wallengine main.cpp common.h nier_test.cpp BasicShaderLoader.h BasicShaderLoader.cpp nier_test.h)
target_link_libraries(wallengine ${X11_LIBRARIES} ${X11_Xxf86vm_LIB} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${ZLIB_LIBRARIES} irrlicht)

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FIND_PATH(IRRLICHT_INCLUDE_DIR irrlicht/irrlicht.h
PATHS $ENV{IRRDIR}/include
PATH_SUFFIXES irrlicht
)
MESSAGE(STATUS "IRRLICHT_INCLUDE_DIR = ${IRRLICHT_INCLUDE_DIR}")
FIND_LIBRARY(IRRLICHT_LIBRARY NAMES Irrlicht
PATHS $ENV{IRRDIR}/lib
)
MESSAGE(STATUS "IRRLICHT_LIBRARY = ${IRRLICHT_LIBRARY}")
# handle the QUIETLY and REQUIRED arguments and set IRRLICHT_FOUND to TRUE if
# all listed variables are TRUE
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(IRRLICHT DEFAULT_MSG IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR)
IF(IRRLICHT_FOUND)
SET(IRRLICHT_LIBRARIES ${IRRLICHT_LIBRARY})
ELSE(IRRLICHT_FOUND)
SET(IRRLICHT_LIBRARIES)
ENDIF(IRRLICHT_FOUND)
MARK_AS_ADVANCED(IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR)

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//
// Created by almamu on 27/06/18.
//
#ifndef TEMP_COMMON_H
#define TEMP_COMMON_H
extern int WinID;
extern irr::video::IVideoDriver* driver;
extern irr::IrrlichtDevice* device;
#endif //TEMP_COMMON_H

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#include <iostream>
#include <irrlicht.h>
#include <sstream>
#include "nier_test.h"
int WinID = 0;
int game_test_main();
int main(int argc, char* argv[])
{
// parse the integer if it exists
if (argc >= 1)
{
std::stringstream ss;
ss << std::hex << argv[1];
ss >> WinID;
}
printf("Initializing X11 to %d\n", WinID);
return game_test_main ();
}
irr::IrrlichtDevice* device = nullptr;
irr::video::IVideoDriver* driver = nullptr;
irr::SIrrlichtCreationParameters _irr_params;
int init_driver ()
{
// prepare basic configuration for irrlicht
_irr_params.AntiAlias = 8;
_irr_params.Bits = 16;
// _irr_params.DeviceType = irr::EIDT_X11;
_irr_params.DriverType = irr::video::EDT_OPENGL;
_irr_params.Doublebuffer = true;
_irr_params.EventReceiver = nullptr;
_irr_params.Fullscreen = false;
_irr_params.HandleSRGB = false;
_irr_params.IgnoreInput = true;
_irr_params.Stencilbuffer = true;
_irr_params.UsePerformanceTimer = false;
_irr_params.Vsync = false;
_irr_params.WithAlphaChannel = false;
_irr_params.ZBufferBits = 24;
_irr_params.LoggingLevel = irr::ELL_DEBUG;
_irr_params.WindowId = reinterpret_cast<void*> (WinID);
device = irr::createDeviceEx (_irr_params);
if (device == nullptr)
{
return 1;
}
device->setWindowCaption (L"Test game");
driver = device->getVideoDriver();
return 0;
}
int game_test_main ()
{
if (init_driver())
{
return 1;
}
nier_test ();
return 0;
}

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#include <irrlicht.h>
#include <cstdint>
#include <iostream>
#include "common.h"
#include "BasicShaderLoader.h"
irr::io::path _example_base_folder = "../res/";
irr::f32 g_AnimationSpeed = 0.1f;
irr::f32 g_Scale = 2.5f;
irr::f32 g_ScrollSpeed = 0.0f;
irr::f32 g_Direction = 0.0f;
irr::f32 g_Strength = 0.07f;
irr::f32 g_SpecularPower = 1.0f;
irr::f32 g_SpecularStrength = 1.0f;
irr::f32 g_SpecularColor [3] = {1.0f, 1.0f, 1.0f};
irr::f32 g_Texture1Resolution [4] = {1.0f, 1.0f, 1.0f, 1.0f};
irr::f32 g_Texture0 = 0;
irr::f32 g_Texture1 = 1;
irr::f32 g_Texture2 = 2;
irr::f32 g_Time = 0;
irr::core::vector3df _map_size = irr::core::vector3df (21, 11.5f, 16);
class MyShaderCallback : public irr::video::IShaderConstantSetCallBack
{
virtual void OnSetConstants (irr::video::IMaterialRendererServices* services, int32_t userData)
{
irr::video::IVideoDriver* driver = services->getVideoDriver ();
irr::core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
services->setVertexShaderConstant ("g_Scale", &g_Scale, 1);
services->setVertexShaderConstant ("g_ScrollSpeed", &g_ScrollSpeed, 1);
services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);
services->setVertexShaderConstant ("g_Time", &g_Time, 1);
services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture1Resolution, 4);
services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture1Resolution, 4);
// TODO: Support up to 7 materials (as wallpaper engine)
services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
services->setPixelShaderConstant ("g_SpecularPower", &g_SpecularPower, 1);
services->setPixelShaderConstant ("g_SpecularStrength", &g_SpecularStrength, 1);
services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);
services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
}
};
class QuadSceneNode : public irr::scene::ISceneNode
{
irr::core::aabbox3d <irr::f32> m_box;
irr::video::S3DVertex m_vertices [4];
irr::video::SMaterial m_material;
public:
QuadSceneNode (irr::scene::ISceneNode* parent, irr::scene::ISceneManager* sceneManager, int32_t id)
: irr::scene::ISceneNode (parent, sceneManager, id)
{
m_material.Wireframe = false;
m_material.Lighting = false;
m_vertices[0].Pos = irr::core::vector3df ( _map_size.X, _map_size.Y, 0.0f); // bottom right
m_vertices[1].Pos = irr::core::vector3df ( _map_size.X, -_map_size.Y, 0.0f); // top right
m_vertices[2].Pos = irr::core::vector3df (-_map_size.X, -_map_size.Y, 0.0f); // top left
m_vertices[3].Pos = irr::core::vector3df (-_map_size.X, _map_size.Y, 0.0f); // bottom left
m_vertices[0].TCoords = irr::core::vector2df (1.0f, 0.0f);
m_vertices[1].TCoords = irr::core::vector2df (1.0f, 1.0f);
m_vertices[2].TCoords = irr::core::vector2df (0.0f, 1.0f);
m_vertices[3].TCoords = irr::core::vector2df (0.0f, 0.0f);
m_vertices[0].Color = irr::video::SColor (255, 255, 255, 255);
m_vertices[1].Color = irr::video::SColor (255, 255, 255, 255);
m_vertices[2].Color = irr::video::SColor (255, 255, 255, 255);
m_vertices[3].Color = irr::video::SColor (255, 255, 255, 255);
m_box.reset (m_vertices[0].Pos);
for (int32_t i = 1; i < 4; i ++)
{
m_box.addInternalPoint (m_vertices [i].Pos);
}
}
virtual void OnRegisterSceneNode ()
{
if (IsVisible)
SceneManager->registerNodeForRendering (this);
ISceneNode::OnRegisterSceneNode ();
}
virtual void render ()
{
uint16_t indices[] = {
0, 1, 2, 3
};
irr::video::IVideoDriver* driver = SceneManager->getVideoDriver ();
driver->setMaterial (m_material);
driver->drawVertexPrimitiveList (m_vertices, 4, indices, 1, irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT);
}
virtual const irr::core::aabbox3d <irr::f32>& getBoundingBox () const
{
return m_box;
}
virtual uint32_t getMaterialCount () const
{
return 1;
}
virtual irr::video::SMaterial& getMaterial (uint32_t i)
{
return m_material;
}
};
int nier_test ()
{
irr::io::path _water_example = _example_base_folder; _water_example += "materials/water-intact.png";
irr::io::path _mud_example = _example_base_folder; _mud_example += "materials/plant-on-water.png";
irr::io::path _background_example = _example_base_folder; _background_example += "materials/top-part.png";
irr::io::path _waterripple_normal = _example_base_folder; _waterripple_normal += "materials/effects/waterripplenormal.png";
irr::io::path _waterripple_frag_shader = _example_base_folder; _waterripple_frag_shader += "shaders/effects/waterripple_opengl.frag";
irr::io::path _waterripple_vert_shader = _example_base_folder; _waterripple_vert_shader += "shaders/effects/waterripple_opengl.vert";
irr::io::path _white = _example_base_folder; _white += "materials/white.png";
/*irr::video::E_DRIVER_TYPE driverType = irr::video::E_DRIVER_TYPE::EDT_OPENGL;
device = irr::createDevice (driverType, irr::core::dimension2d<uint32_t>(1280, 720));
device->setWindowCaption (L"Wallpaper engine simulation v0.1");
driver = device->getVideoDriver ();*/
// check for ps and vs support
if (driver->queryFeature (irr::video::EVDF_PIXEL_SHADER_1_1) == false && driver->queryFeature (irr::video::EVDF_ARB_FRAGMENT_PROGRAM_1) == false)
{
device->getLogger ()->log ("WARNING: Pixel shaders disabled because of missing driver/hardware support");
_waterripple_frag_shader = "";
}
if (driver->queryFeature (irr::video::EVDF_VERTEX_SHADER_1_1) == false && driver->queryFeature (irr::video::EVDF_ARB_VERTEX_PROGRAM_1) == false)
{
device->getLogger ()->log ("WARNING: Vertex shaders disabled because of missing driver/hardware support");
_waterripple_vert_shader = "";
}
irr::video::IGPUProgrammingServices* gpuProgrammingServices = driver->getGPUProgrammingServices ();
int32_t materialType1 = 0;
if (gpuProgrammingServices)
{
MyShaderCallback* shader = new MyShaderCallback ();
BasicShaderLoader _vert(_waterripple_vert_shader, BasicShaderLoader::Type::Type_Vertex);
BasicShaderLoader _frag(_waterripple_frag_shader, BasicShaderLoader::Type::Type_Pixel);
materialType1 = gpuProgrammingServices->addHighLevelShaderMaterial(
_vert.precompile ()->c_str (), "vertexMain", irr::video::EVST_VS_2_0,
_frag.precompile ()->c_str (), "pixelMain", irr::video::EPST_PS_2_0,
shader, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
);
shader->drop ();
}
// load some basic textures
irr::video::ITexture* waterTexture = driver->getTexture (_water_example.c_str ());
irr::video::ITexture* mudTexture = driver->getTexture (_mud_example.c_str ());
irr::video::ITexture* backgroundExample = driver->getTexture (_background_example.c_str ());
irr::video::ITexture* waterRippleNormalTexture = driver->getTexture (_waterripple_normal.c_str ());
irr::video::ITexture* whiteTexture = driver->getTexture (_white.c_str ());
// get scene manager
irr::scene::ISceneManager* sceneManager = device->getSceneManager ();
sceneManager->addCameraSceneNode (0, irr::core::vector3df (0.0f, 0.0f, -_map_size.Z), irr::core::vector3df (0.0f, 0.0f, _map_size.Z));
QuadSceneNode* backgroundNode = new QuadSceneNode (sceneManager->getRootSceneNode (), sceneManager, 666);
QuadSceneNode* waterNode = new QuadSceneNode (sceneManager->getRootSceneNode (), sceneManager, 667);
QuadSceneNode* mudNode = new QuadSceneNode (sceneManager->getRootSceneNode (), sceneManager, 668);
backgroundNode->getMaterial (0).setTexture (0, backgroundExample);
backgroundNode->setMaterialType (irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
mudNode->getMaterial (0).setTexture (0, mudTexture);
mudNode->setMaterialType (irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
waterNode->setMaterialFlag(irr::video::EMF_LIGHTING, false);
waterNode->setMaterialFlag(irr::video::EMF_BLEND_OPERATION, true);
waterNode->getMaterial (0).setTexture (0, waterTexture);
waterNode->getMaterial (0).setTexture (1, waterRippleNormalTexture);
waterNode->getMaterial (0).setTexture (2, whiteTexture);
waterNode->setMaterialType ( (irr::video::E_MATERIAL_TYPE) materialType1);
irr::core::matrix4 identity; identity.makeIdentity ();
irr::core::matrix4 orthoProjection; orthoProjection.buildProjectionMatrixOrthoLH (1.0f, 1.0f, 0.0f, 1.0f);
driver->setTransform (irr::video::ETS_PROJECTION, orthoProjection);
driver->setTransform (irr::video::ETS_VIEW, identity);
driver->setTransform (irr::video::ETS_WORLD, identity);
int32_t lastTime = 0;
int32_t minimumTime = 1000 / 90;
int32_t currentTime = 0;
while (device->run () && driver)
{
// if (device->isWindowActive ())
{
currentTime = device->getTimer ()->getTime ();
g_Time = currentTime / 1000.0f;
if (currentTime - lastTime > minimumTime)
{
driver->beginScene (true, true, irr::video::SColor(0, 0, 0, 0));
sceneManager->drawAll ();
driver->endScene ();
lastTime = currentTime;
}
else
{
device->sleep (1, false);
}
// printf ("FPS: %d\n", driver->getFPS ());
}
}
return 0;
}

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//
// Created by almamu on 4/07/18.
//
#ifndef WALLENGINE_NIER_TEST_H
#define WALLENGINE_NIER_TEST_H
extern irr::io::path _example_base_folder;
int nier_test ();
#endif //WALLENGINE_NIER_TEST_H

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#define M_PI 3.14159265359
#define M_PI_HALF 1.57079632679
#define M_PI_2 6.28318530718
#define SQRT_2 1.41421356237
#define SQRT_3 1.73205080756
///////////////////////////////////////////
// Color conversion
///////////////////////////////////////////
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec3 rgb2hsv(vec3 RGB)
{
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + 1e-10) + Q.z);
vec3 HCV = vec3(H, C, Q.x);
float S = HCV.y / (HCV.z + 1e-10);
return vec3(HCV.x, S, HCV.z);
}
vec2 rotateVec2(vec2 v, float r)
{
vec2 cs = vec2(cos(r), sin(r));
return vec2(v.x * cs.x - v.y * cs.y,
v.x * cs.y + v.y * cs.x);
}
float greyscale(vec3 color)
{
return dot(color, vec3(0.11, 0.59, 0.3));
}

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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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#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);
}