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https://github.com/maxartz15/VertexAnimation.git
synced 2025-06-13 06:46:17 +02:00
Shader UV's
Support for both Houdini (Flipped) and normal UVs.
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@ -58,10 +58,10 @@ void Float3ToFloat2_float(float3 f3, out float2 f2)
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//float3 rotation = normalize(float3(f3.x, 0, f3.y));
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float3 rotation = normalize(float3(f3.x, 0, f3.z));
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f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z);
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f2.x = ((f2.x / V_PI) + 1) * 0.5f;
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f2.y = acos(f3.y) / V_PI;
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f2.x = acos (dot(rotation, float3(1, 0, 0))) * sign(f3.z);
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f2.x = ((f2.x / V_PI) + 1) * 0.5f;
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f2.y = acos(f3.y) / V_PI;
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f2 *= 15;
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f2.x = round(f2.x);
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@ -8,29 +8,18 @@
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float2 VA_UV_float(float2 uv, int maxFrames, float time)
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{
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float2 uvPosition;
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float timeInFrames = frac(time);
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timeInFrames = ceil(timeInFrames * maxFrames);
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timeInFrames /= maxFrames;
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timeInFrames += round(1.0f / maxFrames);
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uvPosition.x = uv.x;
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#ifdef VA_FLIP_UVS_ON
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uvPosition.y = (1.0f - (timeInFrames)) + (1.0f - (1.0f - uv.y));
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return uvPosition;
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}
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float2 VA1_UV_float(float2 uv, int maxFrames, float time)
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{
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float2 uvPosition;
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float timeInFrames = frac(time);
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timeInFrames = ceil(timeInFrames * maxFrames);
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timeInFrames /= maxFrames;
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timeInFrames += round(1.0f / maxFrames);
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uvPosition.x = uv.x;
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#else
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uvPosition.y = (1.0f - (1.0f - uv.y) - (1.0f - (timeInFrames)));
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#endif
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return uvPosition;
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}
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@ -49,20 +38,6 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t
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alpha = texturePos.w;
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}
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void VA1_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
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out float3 position, out float alpha)
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{
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float2 uvPosition = VA1_UV_float(uv, maxFrames, time);
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// Position.
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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position = texturePos.xyz;
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// Normal.
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//FloatToFloat3_float(texturePos.w, outNormal);
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alpha = texturePos.w;
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}
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void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
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out float3 position, out float3 alpha)
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{
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