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			27 lines
		
	
	
		
			729 B
		
	
	
	
		
			Plaintext
		
	
			
		
		
	
	
			27 lines
		
	
	
		
			729 B
		
	
	
	
		
			Plaintext
		
	
| shader_type spatial;
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| render_mode depth_draw_opaque,unshaded,depth_test_disabled;
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| 
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| uniform sampler2D tex : source_color,filter_nearest;
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| uniform vec4 color:source_color;
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| 
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| uniform vec2 deformation_dir = vec2(1, 0);
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| uniform float deformation_rate = 0;
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| 
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| void vertex() {
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| 	if (length(deformation_dir)>0.0){
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| 		vec2 dir_center = VERTEX.xy;
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| 		vec2 dir = normalize(deformation_dir.yx);
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| 		vec2 dir1 = dir * deformation_rate;
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| 		vec2 dir2 = cross(vec3(0, 0, 1), vec3(dir, 0)).xy * deformation_rate;
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| 		vec2 offset1 = -dot(dir1, dir_center) * dir1;
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| 		vec2 offset2 = dot(dir2, dir_center) * dir2;
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| 		VERTEX.xy += offset1 + offset2;
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| 	}
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| }
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| 
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| void fragment() {
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| 	vec4 col = texture(tex, UV);
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| 	if(col.a<0.5){discard;}
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| 	ALBEDO = color.rgb;
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| 	ALPHA = 1.0;
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| } |