feat: default projection mapping with shift + M
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+33
-1
@@ -6,8 +6,40 @@
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_map.glsl
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uniform sampler2D iTex0;
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uniform int iAutoRand;
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uniform vec3 iGroup2_4[7];
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void main() {
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fragColor = texture(iTex0, vUV);
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bool visible = iAutoRand < 1 && iGroup2_4[0].x > 0;
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bool invert = iAutoRand < 1 && iGroup2_4[0].y > 0;
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bool rect = iAutoRand < 1 && iGroup2_4[0].z > 0;
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vec2 uv2 = vUV;
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if (visible) {
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vec2 p1 = iAutoRand < 1 ? vec2(iGroup2_4[6].xy) : vec2(0);
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vec2 p2 = iAutoRand < 1 ? vec2(iGroup2_4[1].xy) : vec2(0);
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vec2 p3 = iAutoRand < 1 ? vec2(iGroup2_4[3].xy) : vec2(0);
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vec2 p4 = iAutoRand < 1 ? vec2(iGroup2_4[5].xy) : vec2(0);
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p2.x = 1 - p2.x;
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p3.y = 1 - p3.y;
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p4.x = 1 - p4.x;
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p4.y = 1 - p4.y;
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uv2 = project_4p(vUV, p1, p2, p3, p4);
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}
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vec4 color = texture(iTex0, invert ? vUV : uv2);
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if (visible) {
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float mask = step(0, uv2.x) * step(-1, -uv2.x) * step(0, uv2.y) * step(-1, -uv2.y);
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color *= mix(mask, 1 - mask, invert ? 1 : 0);
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color = mix(color, mix(color, color + mask * vec4(1), step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)), rect ? 1 : 0);
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}
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fragColor = color;
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}
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