This commit is contained in:
Misaki
2026-06-10 00:57:54 +08:00
commit 7551a85abe
2805 changed files with 373529 additions and 0 deletions
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#version 100
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture0;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
vec4 color = texColor * u_baseColor;
gl_FragColor = vec4(color.rgb * color.a, color.a);
}
@@ -0,0 +1,24 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
varying vec4 v_clipPos;
uniform sampler2D s_texture0;
uniform sampler2D s_texture1;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
vec4 col_formask = texColor * u_baseColor;
col_formask.rgb = col_formask.rgb * col_formask.a;
vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
col_formask = col_formask * maskVal;
gl_FragColor = col_formask;
}
@@ -0,0 +1,24 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
varying vec4 v_clipPos;
uniform sampler2D s_texture0;
uniform sampler2D s_texture1;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = texColor.rgb + u_screenColor.rgb - (texColor.rgb * u_screenColor.rgb);
vec4 col_formask = texColor * u_baseColor;
col_formask.rgb = col_formask.rgb * col_formask.a;
vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
col_formask = col_formask * (1.0 - maskVal);
gl_FragColor = col_formask;
}
@@ -0,0 +1,23 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
varying vec4 v_clipPos;
uniform sampler2D s_texture0;
uniform sampler2D s_texture1;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
vec4 col_formask = texColor * u_baseColor;
vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
col_formask = col_formask * (1.0 - maskVal);
gl_FragColor = col_formask;
}
@@ -0,0 +1,23 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
varying vec4 v_clipPos;
uniform sampler2D s_texture0;
uniform sampler2D s_texture1;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
vec4 col_formask = texColor * u_baseColor;
vec4 clipMask = (1.0 - texture2D(s_texture1, v_clipPos.xy / v_clipPos.w)) * u_channelFlag;
float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
col_formask = col_formask * maskVal;
gl_FragColor = col_formask;
}
@@ -0,0 +1,16 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture0;
uniform vec4 u_baseColor;
uniform vec4 u_multiplyColor;
uniform vec4 u_screenColor;
void main()
{
vec4 texColor = texture2D(s_texture0, v_texCoord);
texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
gl_FragColor = texColor * u_baseColor;
}
@@ -0,0 +1,18 @@
#version 100
precision mediump float;
varying vec2 v_texCoord;
varying vec4 v_myPos;
uniform sampler2D s_texture0;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;
void main()
{
float isInside =
step(u_baseColor.x, v_myPos.x / v_myPos.w)
* step(u_baseColor.y, v_myPos.y / v_myPos.w)
* step(v_myPos.x / v_myPos.w, u_baseColor.z)
* step(v_myPos.y / v_myPos.w, u_baseColor.w);
gl_FragColor = u_channelFlag * texture2D(s_texture0, v_texCoord).a * isInside;
}
@@ -0,0 +1,13 @@
#version 100
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
uniform mat4 u_matrix;
void main()
{
gl_Position = u_matrix * a_position;
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
}
@@ -0,0 +1,16 @@
#version 100
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
varying vec4 v_clipPos;
uniform mat4 u_matrix;
uniform mat4 u_clipMatrix;
void main()
{
gl_Position = u_matrix * a_position;
v_clipPos = u_clipMatrix * a_position;
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
}
@@ -0,0 +1,15 @@
#version 100
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
varying vec4 v_myPos;
uniform mat4 u_clipMatrix;
void main()
{
gl_Position = u_clipMatrix * a_position;
v_myPos = u_clipMatrix * a_position;
v_texCoord = a_texCoord;
v_texCoord.y = 1.0 - v_texCoord.y;
}