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Jun 20th, 2023
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  1. shader_type spatial;
  2.  
  3. render_mode unshaded, blend_add;
  4.  
  5. uniform vec3 uv1_scale = vec3(1.0, 1.0, 1.0);
  6.  
  7. uniform vec3 uv1_offset = vec3(0.0, 0.0, 0.0);
  8.  
  9. uniform float variation = 0.0;
  10.  
  11. varying float elapsed_time;
  12.  
  13. void vertex() {
  14.  
  15. elapsed_time = TIME;
  16.  
  17. UV = UV*uv1_scale.xy+uv1_offset.xy;
  18.  
  19. }
  20.  
  21. float rand(vec2 x) {
  22.  
  23. return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
  24.  
  25. }
  26.  
  27. vec2 rand2(vec2 x) {
  28.  
  29. return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)),
  30.  
  31. dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453);
  32.  
  33. }
  34.  
  35. vec3 rand3(vec2 x) {
  36.  
  37. return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)),
  38.  
  39. dot(x, vec2(3.4562, 17.398)),
  40.  
  41. dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453);
  42.  
  43. }
  44.  
  45. float param_rnd(float minimum, float maximum, float seed) {
  46.  
  47. return minimum+(maximum-minimum)*rand(vec2(seed));
  48.  
  49. }
  50.  
  51. vec3 rgb2hsv(vec3 c) {
  52.  
  53. vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
  54.  
  55. vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
  56.  
  57. vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
  58.  
  59. float d = q.x - min(q.w, q.y);
  60.  
  61. float e = 1.0e-10;
  62.  
  63. return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
  64.  
  65. }
  66.  
  67. vec3 hsv2rgb(vec3 c) {
  68.  
  69. vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
  70.  
  71. vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
  72.  
  73. return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
  74.  
  75. }
  76.  
  77. uniform sampler2D texture_1;
  78.  
  79. const float texture_1_size = 1024.0;
  80.  
  81. vec2 transform2_clamp(vec2 uv) {
  82.  
  83. return clamp(uv, vec2(0.0), vec2(1.0));
  84.  
  85. }
  86.  
  87. vec2 transform2(vec2 uv, vec2 translate, float rotate, vec2 scale) {
  88.  
  89. vec2 rv;
  90.  
  91. uv -= translate;
  92.  
  93. uv -= vec2(0.5);
  94.  
  95. rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y;
  96.  
  97. rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y;
  98.  
  99. rv /= scale;
  100.  
  101. rv += vec2(0.5);
  102.  
  103. return rv;
  104.  
  105. }
  106.  
  107. float pingpong(float a, float b)
  108.  
  109. {
  110.  
  111. return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0;
  112.  
  113. }
  114.  
  115. float smin(float d1, float d2, float k) {
  116.  
  117. float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
  118.  
  119. return mix( d2, d1, h ) - k*h*(1.0-h);
  120.  
  121. }
  122.  
  123. float smax(float d1, float d2, float k) {
  124.  
  125. float h = clamp( 0.5 - 0.5*(d2-d1)/k, 0.0, 1.0 );
  126.  
  127. return mix( d2, d1, h ) + k*h*(1.0-h);
  128.  
  129. }
  130.  
  131. vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  132.  
  133. return opacity*c1 + (1.0-opacity)*c2;
  134.  
  135. }
  136.  
  137. vec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  138.  
  139. if (rand(uv) < opacity) {
  140.  
  141. return c1;
  142.  
  143. } else {
  144.  
  145. return c2;
  146.  
  147. }
  148.  
  149. }
  150.  
  151. vec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  152.  
  153. return opacity*c1*c2 + (1.0-opacity)*c2;
  154.  
  155. }
  156.  
  157. vec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  158.  
  159. return opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2;
  160.  
  161. }
  162.  
  163. float blend_overlay_f(float c1, float c2) {
  164.  
  165. return (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2));
  166.  
  167. }
  168.  
  169. vec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  170.  
  171. return opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  172.  
  173. }
  174.  
  175. vec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  176.  
  177. return opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2;
  178.  
  179. }
  180.  
  181. float blend_soft_light_f(float c1, float c2) {
  182.  
  183. return (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0);
  184.  
  185. }
  186.  
  187. vec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  188.  
  189. return opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  190.  
  191. }
  192.  
  193. float blend_burn_f(float c1, float c2) {
  194.  
  195. return (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0);
  196.  
  197. }
  198.  
  199. vec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  200.  
  201. return opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  202.  
  203. }
  204.  
  205. float blend_dodge_f(float c1, float c2) {
  206.  
  207. return (c1==1.0)?c1:min(c2/(1.0-c1),1.0);
  208.  
  209. }
  210.  
  211. vec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  212.  
  213. return opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  214.  
  215. }
  216.  
  217. vec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  218.  
  219. return opacity*max(c1, c2) + (1.0-opacity)*c2;
  220.  
  221. }
  222.  
  223. vec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  224.  
  225. return opacity*min(c1, c2) + (1.0-opacity)*c2;
  226.  
  227. }
  228.  
  229. vec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  230.  
  231. return opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2;
  232.  
  233. }
  234.  
  235. vec3 blend_additive(vec2 uv, vec3 c1, vec3 c2, float oppacity) {
  236.  
  237. return c2 + c1 * oppacity;
  238.  
  239. }
  240.  
  241. vec3 blend_addsub(vec2 uv, vec3 c1, vec3 c2, float oppacity) {
  242.  
  243. return c2 + (c1 - .5) * 2.0 * oppacity;
  244.  
  245. }
  246.  
  247. float blend_linear_light_f(float c1, float c2) {
  248.  
  249. return (c1 + 2.0 * c2) - 1.0;
  250.  
  251. }
  252.  
  253. vec3 blend_linear_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  254.  
  255. return opacity*vec3(blend_linear_light_f(c1.x, c2.x), blend_linear_light_f(c1.y, c2.y), blend_linear_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  256.  
  257. }
  258.  
  259. float blend_vivid_light_f(float c1, float c2) {
  260.  
  261. return (c1 < 0.5) ? 1.0 - (1.0 - c2) / (2.0 * c1) : c2 / (2.0 * (1.0 - c1));
  262.  
  263. }
  264.  
  265. vec3 blend_vivid_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  266.  
  267. return opacity*vec3(blend_vivid_light_f(c1.x, c2.x), blend_vivid_light_f(c1.y, c2.y), blend_vivid_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  268.  
  269. }
  270.  
  271. float blend_pin_light_f( float c1, float c2) {
  272.  
  273. return (2.0 * c1 - 1.0 > c2) ? 2.0 * c1 - 1.0 : ((c1 < 0.5 * c2) ? 2.0 * c1 : c2);
  274.  
  275. }
  276.  
  277. vec3 blend_pin_light(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  278.  
  279. return opacity*vec3(blend_pin_light_f(c1.x, c2.x), blend_pin_light_f(c1.y, c2.y), blend_pin_light_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  280.  
  281. }
  282.  
  283. float blend_hard_mix_f(float c1, float c2) {
  284.  
  285. return floor(c1 + c2);
  286.  
  287. }
  288.  
  289. vec3 blend_hard_mix(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  290.  
  291. return opacity*vec3(blend_hard_mix_f(c1.x, c2.x), blend_hard_mix_f(c1.y, c2.y), blend_hard_mix_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  292.  
  293. }
  294.  
  295. float blend_exclusion_f(float c1, float c2) {
  296.  
  297. return c1 + c2 - 2.0 * c1 * c2;
  298.  
  299. }
  300.  
  301. vec3 blend_exclusion(vec2 uv, vec3 c1, vec3 c2, float opacity) {
  302.  
  303. return opacity*vec3(blend_exclusion_f(c1.x, c2.x), blend_exclusion_f(c1.y, c2.y), blend_exclusion_f(c1.z, c2.z)) + (1.0-opacity)*c2;
  304.  
  305. }
  306.  
  307. const float p_o553923_amount1 = 2.000000000;
  308.  
  309. const float p_o553940_gradient_0_pos = 0.000000000;
  310.  
  311. const vec4 p_o553940_gradient_0_col = vec4(0.000000000, 0.000000000, 0.000000000, 1.000000000);
  312.  
  313. const float p_o553940_gradient_1_pos = 0.590909000;
  314.  
  315. const vec4 p_o553940_gradient_1_col = vec4(0.925781012, 0.347167999, 0.000000000, 1.000000000);
  316.  
  317. const float p_o553940_gradient_2_pos = 1.000000000;
  318.  
  319. const vec4 p_o553940_gradient_2_col = vec4(1.000000000, 0.959716976, 0.531250000, 1.000000000);
  320.  
  321. vec4 o553940_gradient_gradient_fct(float x) {
  322.  
  323. if (x < p_o553940_gradient_0_pos) {
  324.  
  325. return p_o553940_gradient_0_col;
  326.  
  327. } else if (x < p_o553940_gradient_1_pos) {
  328.  
  329. return mix(p_o553940_gradient_0_col, p_o553940_gradient_1_col, ((x-p_o553940_gradient_0_pos)/(p_o553940_gradient_1_pos-p_o553940_gradient_0_pos)));
  330.  
  331. } else if (x < p_o553940_gradient_2_pos) {
  332.  
  333. return mix(p_o553940_gradient_1_col, p_o553940_gradient_2_col, ((x-p_o553940_gradient_1_pos)/(p_o553940_gradient_2_pos-p_o553940_gradient_1_pos)));
  334.  
  335. }
  336.  
  337. return p_o553940_gradient_2_col;
  338.  
  339. }
  340.  
  341. const float p_o553914_default_in1 = 0.000000000;
  342.  
  343. const float p_o553914_default_in2 = 0.350000000;
  344.  
  345. const float p_o553913_default_in1 = 0.000000000;
  346.  
  347. const float p_o553913_default_in2 = 0.000000000;
  348.  
  349. const float p_o553913_k = 1.000000000;
  350.  
  351. const float p_o553911_default_in1 = 0.000000000;
  352.  
  353. const float p_o553911_default_in2 = 0.000000000;
  354.  
  355. const float p_o553910_default_in1 = 0.000000000;
  356.  
  357. const float p_o553910_default_in2 = 0.610000000;
  358.  
  359. const float p_o553893_radius = 1.660000000;
  360.  
  361. const float p_o553893_repeat = 5.000000000;
  362.  
  363. const float p_o553892_amount = 1.000000000;
  364.  
  365. const float p_o553892_center = 0.000000000;
  366.  
  367. const float p_o553939_translate_x = 0.000000000;
  368.  
  369. const float p_o553939_rotate = 0.000000000;
  370.  
  371. const float p_o553939_scale_x = 1.000000000;
  372.  
  373. const float p_o553939_scale_y = 1.000000000;
  374.  
  375. const float p_o553912_default_in1 = 0.000000000;
  376.  
  377. const float p_o553912_default_in2 = 0.000000000;
  378.  
  379. const float p_o553954_value = 0.347500000;
  380.  
  381. const float p_o553954_width = 1.000000000;
  382.  
  383. const float p_o553954_contrast = 0.030000000;
  384.  
  385. const float p_o553897_repeat = 1.000000000;
  386.  
  387. const float p_o553897_gradient_0_pos = 0.000000000;
  388.  
  389. const vec4 p_o553897_gradient_0_col = vec4(0.000000000, 0.000000000, 0.000000000, 1.000000000);
  390.  
  391. const float p_o553897_gradient_1_pos = 0.918479000;
  392.  
  393. const vec4 p_o553897_gradient_1_col = vec4(1.000000000, 1.000000000, 1.000000000, 1.000000000);
  394.  
  395. vec4 o553897_gradient_gradient_fct(float x) {
  396.  
  397. if (x < p_o553897_gradient_0_pos) {
  398.  
  399. return p_o553897_gradient_0_col;
  400.  
  401. } else if (x < p_o553897_gradient_1_pos) {
  402.  
  403. return mix(p_o553897_gradient_0_col, p_o553897_gradient_1_col, ((x-p_o553897_gradient_0_pos)/(p_o553897_gradient_1_pos-p_o553897_gradient_0_pos)));
  404.  
  405. }
  406.  
  407. return p_o553897_gradient_1_col;
  408.  
  409. }
  410.  
  411. const float p_o553915_value = 0.380500000;
  412.  
  413. const float p_o553915_width = 0.070000000;
  414.  
  415. const float p_o553915_contrast = -2.550000000;
  416.  
  417. const float p_o553924_translate_x = 0.028750000;
  418.  
  419. const float p_o553924_translate_y = 0.028750000;
  420.  
  421. const float p_o553919_count = 12.000000000;
  422.  
  423. const float p_o553919_width = 10.000000000;
  424.  
  425. const float p_o553925_value = 0.180000000;
  426.  
  427. const float p_o553925_width = 0.310000000;
  428.  
  429. const float p_o553926_gradient_0_pos = 0.000000000;
  430.  
  431. const vec4 p_o553926_gradient_0_col = vec4(0.000000000, 0.000000000, 0.000000000, 1.000000000);
  432.  
  433. const float p_o553926_gradient_1_pos = 1.000000000;
  434.  
  435. const vec4 p_o553926_gradient_1_col = vec4(0.945312023, 0.192276001, 0.092316002, 1.000000000);
  436.  
  437. vec4 o553926_gradient_gradient_fct(float x) {
  438.  
  439. if (x < p_o553926_gradient_0_pos) {
  440.  
  441. return p_o553926_gradient_0_col;
  442.  
  443. } else if (x < p_o553926_gradient_1_pos) {
  444.  
  445. return mix(p_o553926_gradient_0_col, p_o553926_gradient_1_col, ((x-p_o553926_gradient_0_pos)/(p_o553926_gradient_1_pos-p_o553926_gradient_0_pos)));
  446.  
  447. }
  448.  
  449. return p_o553926_gradient_1_col;
  450.  
  451. }
  452.  
  453. vec4 o553919_input_in(vec2 uv, float _seed_variation_) {
  454.  
  455. vec4 o553916_0 = textureLod(texture_1, (transform2(((vec2(fract(p_o553893_repeat*atan((uv).y-0.5, (uv).x-0.5)*0.15915494309), min(0.99999, 2.0/p_o553893_radius*length((uv)-vec2(0.5)))))+p_o553892_amount*((vec2(fract(p_o553893_repeat*atan((uv).y-0.5, (uv).x-0.5)*0.15915494309), min(0.99999, 2.0/p_o553893_radius*length((uv)-vec2(0.5))))).yx-vec2(p_o553892_center))*vec2(1.0, 0.0)), vec2(p_o553939_translate_x*(2.0*1.0-1.0), (-elapsed_time*.5)*(2.0*1.0-1.0)), p_o553939_rotate*0.01745329251*(2.0*1.0-1.0), vec2(p_o553939_scale_x*(2.0*1.0-1.0), p_o553939_scale_y*(2.0*1.0-1.0)))), 0.0);
  456.  
  457. vec4 o553939_0_1_rgba = o553916_0;
  458.  
  459. vec4 o553892_0_1_rgba = o553939_0_1_rgba;
  460.  
  461. vec4 o553893_0_1_rgba = o553892_0_1_rgba;
  462.  
  463. float o553896_0_1_f = o553893_0_1_rgba.r;
  464.  
  465. float o553910_0_clamp_false = o553896_0_1_f-p_o553910_default_in2;
  466.  
  467. float o553910_0_clamp_true = clamp(o553910_0_clamp_false, 0.0, 1.0);
  468.  
  469. float o553910_0_2_f = o553910_0_clamp_false;
  470.  
  471. float o553896_1_2_f = o553893_0_1_rgba.g;
  472.  
  473. vec4 o553897_0_1_rgba = o553897_gradient_gradient_fct(fract(p_o553897_repeat*1.41421356237*length(fract((uv))-vec2(0.5, 0.5))));
  474.  
  475. float o553954_0_step = clamp(((dot((o553897_0_1_rgba).rgb, vec3(1.0))/3.0) - (p_o553954_value))/max(0.0001, p_o553954_width)+0.5, 0.0, 1.0);
  476.  
  477. float o553954_0_false = clamp((min(o553954_0_step, 1.0-o553954_0_step) * 2.0) / (1.0 - p_o553954_contrast), 0.0, 1.0);
  478.  
  479. float o553954_0_true = 1.0-o553954_0_false;float o553954_0_1_f = o553954_0_true;
  480.  
  481. float o553912_0_clamp_false = o553896_1_2_f-o553954_0_1_f;
  482.  
  483. float o553912_0_clamp_true = clamp(o553912_0_clamp_false, 0.0, 1.0);
  484.  
  485. float o553912_0_1_f = o553912_0_clamp_false;
  486.  
  487. float o553911_0_clamp_false = min(o553910_0_2_f,o553912_0_1_f);
  488.  
  489. float o553911_0_clamp_true = clamp(o553911_0_clamp_false, 0.0, 1.0);
  490.  
  491. float o553911_0_1_f = o553911_0_clamp_false;
  492.  
  493. float o553915_0_step = ((dot((o553897_0_1_rgba).rgb, vec3(1.0))/3.0) - (p_o553915_value))/max(0.0001, p_o553915_width)+0.5;
  494.  
  495. float o553915_0_false = (min(o553915_0_step, 1.0-o553915_0_step) * 2.0) / (1.0 - p_o553915_contrast);
  496.  
  497. float o553915_0_true = 1.0-o553915_0_false;float o553915_0_1_f = false ? clamp(o553915_0_false,0.0,1.0) : o553915_0_false;
  498.  
  499. float o553913_0_clamp_false = smax(o553911_0_1_f, o553915_0_1_f, p_o553913_k);
  500.  
  501. float o553913_0_clamp_true = clamp(o553913_0_clamp_false, 0.0, 1.0);float o553913_0_1_f = o553913_0_clamp_false;
  502.  
  503. float o553914_0_clamp_false = o553913_0_1_f/p_o553914_default_in2;
  504.  
  505. float o553914_0_clamp_true = clamp(o553914_0_clamp_false, 0.0, 1.0);
  506.  
  507. float o553914_0_2_f = o553914_0_clamp_false;
  508.  
  509. vec4 o553926_0_1_rgba = o553926_gradient_gradient_fct(o553914_0_2_f);
  510.  
  511. vec3 o553925_0_false = clamp((o553926_0_1_rgba.rgb-vec3(p_o553925_value))/max(0.0001, p_o553925_width)+vec3(0.5), vec3(0.0), vec3(1.0));
  512.  
  513. vec3 o553925_0_true = vec3(1.0)-o553925_0_false;vec4 o553925_0_1_rgba = vec4(o553925_0_false, o553926_0_1_rgba.a);
  514.  
  515. return o553925_0_1_rgba;
  516.  
  517. }
  518.  
  519. vec4 supersample_o553919(vec2 uv, float size, int count, float width, float _seed_variation_) {
  520.  
  521. vec4 rv = vec4(0.0);
  522.  
  523. vec2 step_size = vec2(width)/size/float(count);
  524.  
  525. uv -= vec2(0.5)/size;
  526.  
  527. for (int x = 0; x < count; ++x) {
  528.  
  529. for (int y = 0; y < count; ++y) {
  530.  
  531. rv += o553919_input_in(uv+(vec2(float(x), float(y))+vec2(0.5))*step_size, _seed_variation_);
  532.  
  533. }
  534.  
  535. }
  536.  
  537. return rv/float(count*count);
  538.  
  539. }
  540.  
  541. void fragment() {
  542.  
  543. float _seed_variation_ = variation;
  544.  
  545. vec2 uv = fract(UV);
  546.  
  547. vec4 o553916_0 = textureLod(texture_1, (transform2(((vec2(fract(p_o553893_repeat*atan((uv).y-0.5, (uv).x-0.5)*0.15915494309), min(0.99999, 2.0/p_o553893_radius*length((uv)-vec2(0.5)))))+p_o553892_amount*((vec2(fract(p_o553893_repeat*atan((uv).y-0.5, (uv).x-0.5)*0.15915494309), min(0.99999, 2.0/p_o553893_radius*length((uv)-vec2(0.5))))).yx-vec2(p_o553892_center))*vec2(1.0, 0.0)), vec2(p_o553939_translate_x*(2.0*1.0-1.0), (-elapsed_time*.5)*(2.0*1.0-1.0)), p_o553939_rotate*0.01745329251*(2.0*1.0-1.0), vec2(p_o553939_scale_x*(2.0*1.0-1.0), p_o553939_scale_y*(2.0*1.0-1.0)))), 0.0);
  548.  
  549. vec4 o553939_0_1_rgba = o553916_0;
  550.  
  551. vec4 o553892_0_1_rgba = o553939_0_1_rgba;
  552.  
  553. vec4 o553893_0_1_rgba = o553892_0_1_rgba;
  554.  
  555. float o553896_0_1_f = o553893_0_1_rgba.r;
  556.  
  557. float o553910_0_clamp_false = o553896_0_1_f-p_o553910_default_in2;
  558.  
  559. float o553910_0_clamp_true = clamp(o553910_0_clamp_false, 0.0, 1.0);
  560.  
  561. float o553910_0_2_f = o553910_0_clamp_false;
  562.  
  563. float o553896_1_2_f = o553893_0_1_rgba.g;
  564.  
  565. vec4 o553897_0_1_rgba = o553897_gradient_gradient_fct(fract(p_o553897_repeat*1.41421356237*length(fract((uv))-vec2(0.5, 0.5))));
  566.  
  567. float o553954_0_step = clamp(((dot((o553897_0_1_rgba).rgb, vec3(1.0))/3.0) - (p_o553954_value))/max(0.0001, p_o553954_width)+0.5, 0.0, 1.0);
  568.  
  569. float o553954_0_false = clamp((min(o553954_0_step, 1.0-o553954_0_step) * 2.0) / (1.0 - p_o553954_contrast), 0.0, 1.0);
  570.  
  571. float o553954_0_true = 1.0-o553954_0_false;float o553954_0_1_f = o553954_0_true;
  572.  
  573. float o553912_0_clamp_false = o553896_1_2_f-o553954_0_1_f;
  574.  
  575. float o553912_0_clamp_true = clamp(o553912_0_clamp_false, 0.0, 1.0);
  576.  
  577. float o553912_0_1_f = o553912_0_clamp_false;
  578.  
  579. float o553911_0_clamp_false = min(o553910_0_2_f,o553912_0_1_f);
  580.  
  581. float o553911_0_clamp_true = clamp(o553911_0_clamp_false, 0.0, 1.0);
  582.  
  583. float o553911_0_1_f = o553911_0_clamp_false;
  584.  
  585. float o553915_0_step = ((dot((o553897_0_1_rgba).rgb, vec3(1.0))/3.0) - (p_o553915_value))/max(0.0001, p_o553915_width)+0.5;
  586.  
  587. float o553915_0_false = (min(o553915_0_step, 1.0-o553915_0_step) * 2.0) / (1.0 - p_o553915_contrast);
  588.  
  589. float o553915_0_true = 1.0-o553915_0_false;float o553915_0_1_f = false ? clamp(o553915_0_false,0.0,1.0) : o553915_0_false;
  590.  
  591. float o553913_0_clamp_false = smax(o553911_0_1_f, o553915_0_1_f, p_o553913_k);
  592.  
  593. float o553913_0_clamp_true = clamp(o553913_0_clamp_false, 0.0, 1.0);float o553913_0_1_f = o553913_0_clamp_false;
  594.  
  595. float o553914_0_clamp_false = o553913_0_1_f/p_o553914_default_in2;
  596.  
  597. float o553914_0_clamp_true = clamp(o553914_0_clamp_false, 0.0, 1.0);
  598.  
  599. float o553914_0_2_f = o553914_0_clamp_false;
  600.  
  601. vec4 o553940_0_1_rgba = o553940_gradient_gradient_fct(o553914_0_2_f);
  602.  
  603. vec4 o553919_0_1_rgba = supersample_o553919(((uv)-vec2(p_o553924_translate_x, p_o553924_translate_y)), 128.000000000, int(p_o553919_count), p_o553919_width, _seed_variation_);
  604.  
  605. vec4 o553924_0_1_rgba = o553919_0_1_rgba;
  606.  
  607. vec4 o553923_0_b = o553940_0_1_rgba;
  608.  
  609. vec4 o553923_0_l;
  610.  
  611. float o553923_0_a;
  612.  
  613. o553923_0_l = o553924_0_1_rgba;
  614.  
  615. o553923_0_a = p_o553923_amount1*1.0;
  616.  
  617. o553923_0_b = vec4(blend_additive((uv), o553923_0_l.rgb, o553923_0_b.rgb, o553923_0_a*o553923_0_l.a), min(1.0, o553923_0_b.a+o553923_0_a*o553923_0_l.a));
  618.  
  619. vec4 o553923_0_2_rgba = o553923_0_b;
  620.  
  621. vec4 color_tex = o553923_0_2_rgba;
  622.  
  623. color_tex = mix(pow((color_tex + vec4(0.055)) * (1.0 / (1.0 + 0.055)),vec4(2.4)),color_tex * (1.0 / 12.92),lessThan(color_tex,vec4(0.04045)));
  624.  
  625. ALBEDO = color_tex.rgb;
  626.  
  627. ALPHA = color_tex.a;
  628.  
  629. }
  630.  
  631.  
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