First cut of pulling out the relevant parts of my original game to make a little framework.
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6a0c9e8d46
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79
assets/shaders/flame_trash.frag
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79
assets/shaders/flame_trash.frag
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#version 120
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D source;
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uniform float u_mouse;
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uniform float value = 0.2;
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uniform int octaves=8;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 st) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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for(int i = 0; i < octaves; i++) {
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v += a * noise(st);
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st = rot * st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec3 color = vec3(0.0);
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float speed = u_time * 10.0;
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float value = 0.8; // cos(u_time) * cos(u_time);
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vec2 q = vec2(0.0);
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q.x = fbm(st + 0.00 * speed);
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q.y = fbm(st + vec2(1.0));
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vec2 r = vec2(0,0);
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed );
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed);
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float f = fbm(st * r);
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color = mix(vec3(0.666667,0.619608, 0.122777),
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vec3(0.666667,0.666667,0.498039),
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0.666667, 0.122222, 0.0666667),
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clamp(length(r.x), 0.0, 1.0));
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color *= (f*f*f+0.5*f*f+0.6*f) * value;
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vec4 pixel = texture2D(source, gl_TexCoord[0].xy);
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float mask = color.r * pixel.a;
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gl_FragColor = gl_Color * vec4(color, mask) + pixel;
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}
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79
assets/shaders/lightning_attack.frag
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79
assets/shaders/lightning_attack.frag
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#version 120
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D source;
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uniform float u_mouse;
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uniform float value = 0.2;
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uniform int octaves=8;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 st) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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for(int i = 0; i < octaves; i++) {
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v += a * noise(st);
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st = rot * st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec3 color = vec3(0.0);
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float speed = u_time * 40.0;
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float value = cos(u_time) * cos(u_time);
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vec2 q = vec2(0.0);
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q.x = fbm(st + 0.00 * speed);
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q.y = fbm(st + vec2(1.0));
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vec2 r = vec2(0,0);
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed );
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed);
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float f = fbm(st / r);
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color = mix(vec3(0.122777,0.619608, 0.666667),
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vec3(0.498039,0.666667,0.666667),
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0.0666667, 0.122222, 0.666667),
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clamp(length(r.x), 0.0, 1.0));
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color *= (f*f*f+0.5*f*f+0.6*f) * value;
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vec4 pixel = texture2D(source, gl_TexCoord[0].xy);
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float mask = color.r * pixel.a;
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gl_FragColor = gl_Color * vec4(color, mask) + pixel;
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}
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25
assets/shaders/rayview_sprites.frag
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25
assets/shaders/rayview_sprites.frag
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uniform sampler2D source;
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uniform sampler2D bloom;
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uniform vec2 offsetFactor;
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uniform float darkness;
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void main()
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{
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vec2 textureCoordinates = gl_TexCoord[0].xy;
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vec4 color = vec4(0.0);
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color += texture2D(source, textureCoordinates - 4.0 * offsetFactor) * 0.0162162162;
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color += texture2D(source, textureCoordinates - 3.0 * offsetFactor) * 0.0540540541;
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color += texture2D(source, textureCoordinates - 2.0 * offsetFactor) * 0.1216216216;
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color += texture2D(source, textureCoordinates - offsetFactor) * 0.1945945946;
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color += texture2D(source, textureCoordinates) * 0.2270270270;
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color += texture2D(source, textureCoordinates + offsetFactor) * 0.1945945946;
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color += texture2D(source, textureCoordinates + 2.0 * offsetFactor) * 0.1216216216;
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color += texture2D(source, textureCoordinates + 3.0 * offsetFactor) * 0.0540540541;
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color += texture2D(source, textureCoordinates + 4.0 * offsetFactor) * 0.0162162162;
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vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy);
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vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy);
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float alpha = color.a;
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gl_FragColor = (color + sourceFragment - bloomFragment) * darkness;
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gl_FragColor.a = alpha;
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}
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18
assets/shaders/ui_error.frag
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18
assets/shaders/ui_error.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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uniform sampler2D texture;
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uniform bool is_shape;
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void main() {
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if(is_shape) {
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = gl_Color * color;
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} else {
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = gl_Color * color * pixel;
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}
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}
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29
assets/shaders/ui_shader.frag
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29
assets/shaders/ui_shader.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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uniform sampler2D texture;
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uniform bool is_shape;
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uniform bool hover;
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vec4 blink() {
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if(hover) {
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return vec4(0.95, 0.95, 1.0, 1.0);
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} else {
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float tick = (u_time_end - u_time) / u_duration;
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float blink = mix(0.5, 1.0, tick);
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return vec4(blink, blink, blink, 1.0);
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}
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}
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void main() {
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vec4 color = blink();
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if(!is_shape) {
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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color *= pixel;
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}
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gl_FragColor = gl_Color * color;
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}
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12
assets/shaders/ui_shape_shader.frag
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12
assets/shaders/ui_shape_shader.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_duration;
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uniform float u_time;
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uniform float u_time_end;
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void main() {
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float tick = (u_time_end - u_time) / u_duration;
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float blink = smoothstep(1.0, 0.5, tick);
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vec4 color = vec4(blink, blink, blink, 1.0);
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gl_FragColor = gl_Color * color;
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}
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