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examples: Add 'Spin Blur' Transition Shader
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data/examples/shaders/transition/spin-blur.effect
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data/examples/shaders/transition/spin-blur.effect
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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//------------------------------------------------------------------------------
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// Configuration
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//------------------------------------------------------------------------------
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#define IS_TRANSITION
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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// Variations of PI/TAU
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#define PI 3.141592653
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#define TAU 6.283185307
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#define PIm2 6.283185307
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#define PIb2 1.570796326
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#define PIb4 0.785398163
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// Phi/Φ = Golden Ratio
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#define PHI 1.61803398874989484820459
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// e (Eulers Constant)
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#define EULERS_CONSTANT 2,7182818284590452353602874713527
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// Degrees <-> Radians Conversion
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#define TO_RAD(x) (x * 0.017453292)
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#define TO_DEG(x) (x * 57.295779513)
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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// Filter Support
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#ifdef IS_FILTER
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uniform texture2d InputA<
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bool automatic = true;
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>;
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#endif
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// Transition Support
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#ifdef IS_TRANSITION
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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uniform int2 TransitionSize<
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bool automatic = true;
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>;
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#endif
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uniform int RandomSeed<
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bool automatic = true;
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>;
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uniform float4x4 Random<
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bool automatic = true;
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>;
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//------------------------------------------------------------------------------
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// Structures
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//------------------------------------------------------------------------------
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struct VertexInformation {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state PointRepeatSampler {
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Filter = Point;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state LinearRepeatSampler {
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Filter = Linear;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state PointMirrorSampler {
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Filter = Point;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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sampler_state LinearMirrorSampler {
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Filter = Linear;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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sampler_state PointClampSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state LinearClampSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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//------------------------------------------------------------------------------
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// Functions
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//------------------------------------------------------------------------------
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VertexInformation DefaultVertexShader(VertexInformation vtx) {
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vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
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return vtx;
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};
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float2 rotate2d(float2 v, float angle) {
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float s = sin(angle);
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float c = cos(angle);
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float2x2 m = float2x2(c, -s, s, c);
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return mul(m, v);
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};
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//------------------------------------------------------------------------------
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// Options
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//------------------------------------------------------------------------------
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uniform float2 _400_Offset<
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string name = "Rotation Center";
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string field_type = "slider";
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string suffix = "%";
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float2 minimum = {-50., -50.};
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float2 maximum = {50., 50.};
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float2 scale = {.01, .01};
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float2 step = {.01, .01};
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> = {0., 0.};
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uniform float _500_Rotation<
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string name = "Rotation";
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string field_type = "slider";
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string suffix = "°";
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float minimum = -180.;
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float maximum = 180.;
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float scale = -1.;
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float step = .01;
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> = 90.;
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uniform float _600_BlurRotation<
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string name = "Blur Rotation";
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string field_type = "slider";
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string suffix = "°";
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float minimum = -90.;
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float maximum = 90.;
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float scale = 1.;
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float step = .01;
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> = 30.;
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uniform float _700_TransitionRange<
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string name = "Transition Range";
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string field_type = "slider";
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string suffix = "%";
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float minimum = 0.;
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float maximum = 100.;
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float scale = .01;
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float step = .01;
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> = 10.;
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uniform int _900_MaximumBlurSamples<
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string name = "Max. Blur Samples";
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string description = "The maximum of samples to use for the Blur effect. Higher number looks nicer, but has way higher GPU usage.";
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string field_type = "slider";
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string suffix = "";
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int minimum = 4;
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int maximum = 128;
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int scale = 1;
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int step = 1;
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> = 8;
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uniform bool _990_MirrorInsteadOfRepeat<
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string name = "Mirror instead of Repeat";
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> = true;
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//------------------------------------------------------------------------------
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// Effect
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//------------------------------------------------------------------------------
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// Edge is 50% progress
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// Rotates n° forward/backward, then switches to B, then rotates back to zero in the other direction.
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// While rotated, blurs around the same axis.
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// Starts slow, speeds up to 100%, then slows down again. Looks like sine curve.
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float2 uv_to_xy(float2 uv) {
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return ((uv - float2(.5, .5)) + _400_Offset) * TransitionSize.xy;
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}
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float2 xy_to_uv(float2 xy) {
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return ((xy / TransitionSize.xy) - _400_Offset) + float2(.5, .5);
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}
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float4 SampleTexture(texture2d tex, float2 uv) {
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if (_990_MirrorInsteadOfRepeat) {
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return tex.Sample(LinearMirrorSampler, uv);
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} else {
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return tex.Sample(LinearRepeatSampler, uv);
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}
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}
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float4 sample_with_blur(texture2d tex, float2 xy, float max_angle, uint max_steps) {
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float angle_step = max_angle / float(max_steps);
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float4 final = SampleTexture(tex, xy_to_uv(xy));
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for (uint step = 1; step <= max_steps; step++) {
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float angle = angle_step * float(step);
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float2 xy_p = rotate2d(xy, TO_RAD(angle));
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float2 xy_n = rotate2d(xy, TO_RAD(-angle));
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final += SampleTexture(tex, xy_to_uv(xy_p));
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final += SampleTexture(tex, xy_to_uv(xy_n));
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}
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final /= (max_steps * 2u + 1u);
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return final;
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}
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float4 DefaultPixelShader(VertexInformation vtx) : TARGET {
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// Precalculate some important information.
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float2 uv = vtx.texcoord0.xy;
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// - UV offset towards the "center".
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float2 uv_offset = ((uv - float2(.5, .5)) + _400_Offset);
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float2 xy = uv_to_xy(uv);
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// - Distance to the "center" from the offset coordinates.
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float distance_to_center = distance(uv_offset, float2(.0, 0.));
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// - Maximum Blur Angle
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float max_blur_angle = _600_BlurRotation;
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max_blur_angle *= sin(distance_to_center * PIb2);
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max_blur_angle *= cos((TransitionTime * 2. + 1. ) * PI) * .5 + .5;
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// - Maximum number of samples for blurring.
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uint max_blur_samples = uint(_900_MaximumBlurSamples); // TODO: Calculate this value?
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// Calculate the angle of the effect, this goes to _500_Rotation over 0-50%,
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// then goes back in reverse in order to give the illusion of a continuous
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// motion.
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float angle_a = sin((TransitionTime * 2.) * PIb2 - PIb2) * _500_Rotation + _500_Rotation;
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float angle_b = sin((TransitionTime * 2. - 1.) * PIb2) * _500_Rotation - _500_Rotation ;
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// Generate the rotated XY position for sampling.
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float2 xy_a = rotate2d(xy, TO_RAD(angle_a));
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float2 xy_b = rotate2d(xy, TO_RAD(angle_b));
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// Calculate the weight of A and B.
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// - Convert the transition point to a range from -1 to 1.
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float weight_a = (TransitionTime - .5) * 2.; // We don't actually want this range, but it is easier to work with.
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// - Offset it by the transition range.
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weight_a += _700_TransitionRange;
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// - Divide it by the transition range times two.
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weight_a /= _700_TransitionRange * 2.;
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// - Clamp it back to a range from 0 to 1.
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weight_a = 1. - (cos((clamp(weight_a, 0., 1.) + 1.) * PI) * .5 + .5); // Curve
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//weight_a = 1. - clamp(weight_a, 0., 1.); // Alternative linear
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// - The weight for the B side is the one-minus of the A side.
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float weight_b = 1. - weight_a;
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// Store some immediate information.
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float4 color_a = float4(0., 0., 0., 0.);
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float4 color_b = float4(0., 0., 0., 0.);
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// Only sample A and B if they are needed.
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if (weight_a >= 0.001) {
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color_a = sample_with_blur(InputA, xy_a, max_blur_angle, max_blur_samples);
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}
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if (weight_b >= 0.001) {
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color_b = sample_with_blur(InputB, xy_b, max_blur_angle, max_blur_samples);
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}
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// Return a blended color.
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return lerp(color_a, color_b, weight_b);
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};
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technique Draw
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = DefaultPixelShader(vtx);
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};
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};
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technique Version1_Normal
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = DefaultPixelShader(vtx);
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};
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};
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technique Version1_Mirror
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{
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pass
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{
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vertex_shader = DefaultVertexShader(vtx);
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pixel_shader = DefaultPixelShader(vtx);
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};
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};
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