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a925bce314
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a925bce314 | ||
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6bf73705c2 |
@@ -263,6 +263,16 @@ Working with pages and items, you can use the following predefined sources and e
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See the [printable version](./docs/forge_default_mapping.pdf).
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### Available hotkeys
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| Hotkey | Function |
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| ------ | -------- |
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| <kbd>Shift</kbd> + <kbd>F</kbd> | Switch between shader-decoded or hardware decoded YUYV |
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| <kbd>M</kbd> | Projection mapping 1 |
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| <kbd>Shift</kbd> + <kbd>M</kbd> | Projection mapping 2 |
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| <kbd>Ctrl</kbd> + <kbd>M</kbd> | Projection mapping 3 |
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| <kbd>Ctrl</kbd> + <kbd>Shift</kbd> + <kbd>M</kbd> | Projection mapping 4 |
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## Making your own FORGE project
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You want to embrace the "user" in "user-defined"? It's time to make your own project.
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@@ -235,11 +235,14 @@ GROUP_1_6_Y=19
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GROUP_1_6_Z=
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# Same for group 2
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GROUP_2_ACTIVE_COUNT=4
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GROUP_2_ACTIVE_COUNT=7
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GROUP_2_ACTIVE_1=36
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GROUP_2_ACTIVE_2=68
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GROUP_2_ACTIVE_3=52
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GROUP_2_ACTIVE_4=11077
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GROUP_2_ACTIVE_4=1077
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GROUP_2_ACTIVE_5=11077
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GROUP_2_ACTIVE_6=101077
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GROUP_2_ACTIVE_7=111077
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GROUP_2_COUNT=7
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GROUP_2_1_X=37
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GROUP_2_1_Y=53
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@@ -273,7 +276,7 @@ GROUP_3_2_Y=16
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GROUP_3_2_Z=11089
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# Auto-Random Ignore (ARI) prefixes
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ARI_COUNT=17
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ARI_COUNT=62
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ARI_1=GROUP_3_1_Y
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ARI_2=GROUP_3_2_Z
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ARI_3=GROUP_2_1_X_4
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@@ -291,6 +294,51 @@ ARI_14=GROUP_2_6_Z_4
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ARI_15=GROUP_2_7_X_4
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ARI_16=GROUP_2_7_Y_4
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ARI_17=GROUP_2_7_Z_4
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ARI_18=GROUP_2_1_X_5
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ARI_19=GROUP_2_1_Y_5
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ARI_20=GROUP_2_1_Z_5
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ARI_21=GROUP_2_2_X_5
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ARI_22=GROUP_2_2_Y_5
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ARI_23=GROUP_2_2_Z_5
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ARI_24=GROUP_2_4_X_5
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ARI_25=GROUP_2_4_Y_5
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ARI_26=GROUP_2_4_Z_5
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ARI_27=GROUP_2_6_X_5
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ARI_28=GROUP_2_6_Y_5
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ARI_29=GROUP_2_6_Z_5
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ARI_30=GROUP_2_7_X_5
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ARI_31=GROUP_2_7_Y_5
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ARI_32=GROUP_2_7_Z_5
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ARI_33=GROUP_2_1_X_6
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ARI_34=GROUP_2_1_Y_6
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ARI_35=GROUP_2_1_Z_6
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ARI_36=GROUP_2_2_X_6
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ARI_37=GROUP_2_2_Y_6
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ARI_38=GROUP_2_2_Z_6
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ARI_39=GROUP_2_4_X_6
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ARI_40=GROUP_2_4_Y_6
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ARI_41=GROUP_2_4_Z_6
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ARI_42=GROUP_2_6_X_6
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ARI_43=GROUP_2_6_Y_6
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ARI_44=GROUP_2_6_Z_6
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ARI_45=GROUP_2_7_X_6
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ARI_46=GROUP_2_7_Y_6
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ARI_47=GROUP_2_7_Z_6
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ARI_48=GROUP_2_1_X_7
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ARI_49=GROUP_2_1_Y_7
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ARI_50=GROUP_2_1_Z_7
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ARI_51=GROUP_2_2_X_7
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ARI_52=GROUP_2_2_Y_7
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ARI_53=GROUP_2_2_Z_7
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ARI_54=GROUP_2_4_X_7
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ARI_55=GROUP_2_4_Y_7
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ARI_56=GROUP_2_4_Z_7
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ARI_57=GROUP_2_6_X_7
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ARI_58=GROUP_2_6_Y_7
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ARI_59=GROUP_2_6_Z_7
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ARI_60=GROUP_2_7_X_7
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ARI_61=GROUP_2_7_Y_7
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ARI_62=GROUP_2_7_Z_7
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# =====
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# OTHER
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+87
-17
@@ -10,34 +10,104 @@ out vec4 fragColor;
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uniform sampler2D iTex0;
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uniform vec3 iGroup2_4[7];
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uniform vec3 iGroup2_5[7];
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uniform vec3 iGroup2_6[7];
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uniform vec3 iGroup2_7[7];
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void main() {
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bool visible = iGroup2_4[0].x > 0;
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bool invert = iGroup2_4[0].y > 0;
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float rect = iGroup2_4[0].z;
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bool visible = (iGroup2_4[0].x + iGroup2_5[0].x + iGroup2_6[0].x + iGroup2_7[0].x) > 0;
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bool invert = (iGroup2_4[0].y + iGroup2_5[0].y + iGroup2_6[0].y + iGroup2_7[0].y) > 0;
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float rect = clamp(iGroup2_4[0].z + iGroup2_5[0].z + iGroup2_6[0].z + iGroup2_7[0].z, 0, 1);
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bool modified = false;
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vec2 uv2 = vUV;
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vec2 uv = mix(vec2(0), vUV, base_mask(vUV));
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if (visible) {
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vec2 p1 = vec2(iGroup2_4[6].xy);
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vec2 p2 = vec2(iGroup2_4[1].xy);
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vec2 p3 = vec2(iGroup2_4[3].xy);
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vec2 p4 = vec2(iGroup2_4[5].xy);
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if (iGroup2_4[0].x > 0) {
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vec2 p11 = vec2(iGroup2_4[6].xy);
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vec2 p12 = vec2(iGroup2_4[1].xy);
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vec2 p13 = vec2(iGroup2_4[3].xy);
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vec2 p14 = vec2(iGroup2_4[5].xy);
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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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p12.x = 1 - p12.x;
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p13.y = 1 - p13.y;
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p14.x = 1 - p14.x;
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p14.y = 1 - p14.y;
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uv2 = project_4p(vUV, p1, p2, p3, p4);
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vec2 uv1 = project_4p(vUV, p11, p12, p13, p14);
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uv1 = mix(vec2(0), uv1, base_mask(uv1));
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uv = uv1;
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modified = true;
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}
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vec4 color = texture(iTex0, invert ? vUV : uv2);
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if (iGroup2_5[0].x > 0) {
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vec2 p21 = vec2(iGroup2_5[6].xy);
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vec2 p22 = vec2(iGroup2_5[1].xy);
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vec2 p23 = vec2(iGroup2_5[3].xy);
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vec2 p24 = vec2(iGroup2_5[5].xy);
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p22.x = 1 - p22.x;
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p23.y = 1 - p23.y;
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p24.x = 1 - p24.x;
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p24.y = 1 - p24.y;
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vec2 uv2 = project_4p(vUV, p21, p22, p23, p24);
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uv2 = mix(vec2(0), uv2, base_mask(uv2));
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if (modified) {
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uv = mix(uv, uv2, step(0.0001, length(uv2)));
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} else {
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uv = uv2;
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}
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modified = true;
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}
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if (iGroup2_6[0].x > 0) {
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vec2 p31 = vec2(iGroup2_6[6].xy);
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vec2 p32 = vec2(iGroup2_6[1].xy);
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vec2 p33 = vec2(iGroup2_6[3].xy);
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vec2 p34 = vec2(iGroup2_6[5].xy);
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p32.x = 1 - p32.x;
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p33.y = 1 - p33.y;
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p34.x = 1 - p34.x;
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p34.y = 1 - p34.y;
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vec2 uv3 = project_4p(vUV, p31, p32, p33, p34);
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uv3 = mix(vec2(0), uv3, base_mask(uv3));
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if (modified) {
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uv = mix(uv, uv3, step(0.0001, length(uv3)));
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} else {
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uv = uv3;
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}
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modified = true;
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}
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if (iGroup2_7[0].x > 0) {
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vec2 p41 = vec2(iGroup2_7[6].xy);
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vec2 p42 = vec2(iGroup2_7[1].xy);
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vec2 p43 = vec2(iGroup2_7[3].xy);
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vec2 p44 = vec2(iGroup2_7[5].xy);
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p42.x = 1 - p42.x;
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p43.y = 1 - p43.y;
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p44.x = 1 - p44.x;
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p44.y = 1 - p44.y;
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vec2 uv4 = project_4p(vUV, p41, p42, p43, p44);
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uv4 = mix(vec2(0), uv4, base_mask(uv4));
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if (modified) {
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uv = mix(uv, uv4, step(0.0001, length(uv4)));
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} else {
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uv = uv4;
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}
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modified = true;
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}
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vec4 color = texture(iTex0, invert ? vUV : uv);
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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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float mask = step(0.0001, length(uv));
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color *= mix(mask, 1 - mask, invert ? 1 : 0);
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color = mix(color, color + mask * vec4(1), rect * (step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)));
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color = mix(color, color + mask * vec4(1), rect * (step(uv.x, 0.01) + step(uv.y, 0.01) + step(1 - uv.y, 0.01) + step(1 - uv.x, 0.01)));
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}
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fragColor = color;
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@@ -23,4 +23,8 @@ vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
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return tmp.xy / tmp.z;
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}
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float base_mask(vec2 uv) {
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return step(0, uv.x) * step(-1, -uv.x) * step(0, uv.y) * step(-1, -uv.y);
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}
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#endif
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Reference in New Issue
Block a user