Implemented new build shader
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53
core/assets/shaders/build.fragment
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53
core/assets/shaders/build.fragment
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform float u_time;
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uniform float u_progress;
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uniform vec4 u_color;
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uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform vec2 u_texsize;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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bool id(vec4 v){
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return v.a > 0.1;
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}
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void main() {
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vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv);
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vec2 t = v_texCoord.xy;
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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float step = 1.0;
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bool outline = texture2D(u_texture, t).a < 0.1 &&
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(id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) ||
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id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v)));
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if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
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c = vec4(0.0);
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}
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if(c.a > 0.01 || outline){
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float f = abs(sin(coords.x*2.0 + u_time));
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if(f > 0.9 || (f > 0.7 && rand(t) > 0.6))
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f = 1.0;
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else
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f = 0.0;
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c = mix(c, u_color, f);
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}
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gl_FragColor = c * v_color;
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}
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