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b/stuff/library/shaders/fireball.xml new file mode 100644 index 0000000..3cc314a --- /dev/null +++ b/stuff/library/shaders/fireball.xml @@ -0,0 +1,38 @@ + + + SHADER_fireball + + + "programs/fireball.frag" + + + + + + rgba color1 + + 255 0 0 255 + + + + + rgba color2 + + 225 200 0 255 + + + + + float detail + + 12 + + + 0 10000 + + + + + float time + + diff --git a/stuff/library/shaders/glitter.xml b/stuff/library/shaders/glitter.xml new file mode 100644 index 0000000..8d8dda5 --- /dev/null +++ b/stuff/library/shaders/glitter.xml @@ -0,0 +1,91 @@ + + + SHADER_glitter + + + "programs/glitter.frag" + + + + + + "Source" + + + + + SHADER_glitter_ports + + + "programs/glitter_ports.vert" + + + + + + + SHADER_glitter_bbox + + + "programs/glitter_bbox.vert" + + + + + Isotropic + + + + + float threshold + + 30 + + + 0 100 + + + + + float brightness + + 30 + + + 0 100 + + + + + float radius + + radius_ui + + + 5.333333333 + + + 0 10000 + + + + + float angle + + angle_ui + + + 45 + + + + + float halo + + 1 + + + 0 100 + + + \ No newline at end of file diff --git a/stuff/library/shaders/programs/caustics.frag b/stuff/library/shaders/programs/caustics.frag new file mode 100644 index 0000000..e1e04db --- /dev/null +++ b/stuff/library/shaders/programs/caustics.frag @@ -0,0 +1,66 @@ +#ifdef GL_ES +precision mediump float; +#endif + +// Tweaked from http://glsl.heroku.com/e#6051.0 + + +// Posted by Trisomie21 : 2D noise experiment (pan/zoom) +// +// failed attempt at faking caustics +// + + +uniform mat3 outputToWorld; + +uniform vec4 color; +uniform float time; + + +vec4 textureRND2D(vec2 uv){ + uv = floor(uv); + float v = uv.x+uv.y*1e3; + + // Build space-specific corner values + vec4 res = fract(1e5*sin(vec4(v*1e-2, (v+1.)*1e-2, (v+1e3)*1e-2, (v+1e3+1.)*1e-2))); + + // Add 'sawtooth-like' wavefronts evolution + return 2.0 * abs(fract(res + vec4(time * .03)) - 0.5); +} + +float noise(vec2 p) { + vec4 r = textureRND2D(p); // Noise values at cell corners + + vec2 f = fract(p); + f = f*f*(3.0-2.0*f); // aka the smoothstep() builtin function + + return (mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y)); +} + +float buildColor(vec2 p) { + p += noise(p); // Noising p itself first. This helps + // preventing grid-like patterns. + + float v = 1.0 - abs(pow(abs(noise(p) - 0.5), 0.75)) * 1.7; // Lots of magical constants o_o? + return v; +} + + +const float SPEED = .15; + +void main( void ) { + vec2 p = (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; + + float c1 = buildColor(p*.03 + time * SPEED); + float c2 = buildColor(p*.03 - time * SPEED); + + float c3 = buildColor(p*.02 - time * SPEED); + float c4 = buildColor(p*.02 + time * SPEED); + + float cf = pow(c1*c2*c3*c4+0.5,6.); // Yep this is bad. Explicitly + // dependent on the 4 above. Better? + vec3 c = vec3(cf); + gl_FragColor = vec4(c, 0.0) + color; + + gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication +} diff --git a/stuff/library/shaders/programs/fireball.frag b/stuff/library/shaders/programs/fireball.frag new file mode 100644 index 0000000..a5858fb --- /dev/null +++ b/stuff/library/shaders/programs/fireball.frag @@ -0,0 +1,80 @@ +#ifdef GL_ES +precision mediump float; +#endif + +// Tweaked from http://glsl.heroku.com/e#5941.2 + +// +// Description : Array and textureless GLSL 2D/3D/4D +// noise functions with wrapping +// Author : People +// Maintainer : Anyone +// Lastmod : 20130111 (davidwparker) +// License : No Copyright No rights reserved. +// Freely distributed +// + + +uniform mat3 outputToWorld; + +uniform vec4 color1; +uniform vec4 color2; +uniform float detail; +uniform float time; + +const float pi_twice = 6.283185307; + + +float snoise(vec3 uv, float res) +{ + const vec3 s = vec3(1e0, 1e2, 1e4); + + uv *= res; + + vec3 uv0 = floor(mod(uv, res))*s; + vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; + + vec3 f = fract(uv); + f = f*f*(3.0-2.0*f); + + vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z, + uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z); + + vec4 r = fract(sin(v*1e-3)*1e5); + float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); + + r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5); + float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); + + return 2.0 * mix(r0, r1, f.z) - 1.0; // Range in [-1, 1] +} + +void main(void) +{ + vec2 p = .002 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; + + float color = 3.0 * (1.0 - 2.0 * length(p)); + vec3 coord = vec3(atan(p.y, p.x) / pi_twice, length(p) * 0.4, 0.0); + + for(int i = 1; i <= 7; i++) + { + float power = pow(2.0, float(i)); + vec3 timed = vec3(0.0, - time*.02, time*.01); + + color += 1.5 * snoise(coord + timed, power * detail) / power; + } + + color = max(color, 0.); + + + // ORIGINAL: + //gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0); + + vec4 col1 = color1 * color1.a, col2 = color2 * color2.a; + + gl_FragColor = mix(col1, col2, color / 3.0); + gl_FragColor.a *= smoothstep(0.0, 1.0, color); + + gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication +} + diff --git a/stuff/library/shaders/programs/glitter.frag b/stuff/library/shaders/programs/glitter.frag new file mode 100644 index 0000000..51602b3 --- /dev/null +++ b/stuff/library/shaders/programs/glitter.frag @@ -0,0 +1,121 @@ +#ifdef GL_ES +precision mediump float; +#endif + + +uniform mat3 worldToOutput; + +uniform sampler2D inputImage[1]; +uniform mat3 outputToInput[1]; + +mat3 worldToInput = outputToInput[0] * worldToOutput; + + +uniform float threshold; +uniform float brightness; +uniform float radius; +uniform float angle; +uniform float halo; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + +float scale = sqrt(abs(det(worldToOutput))); + + +float angle_ = radians(angle); +float sin_ = sin(angle_); +float cos_ = cos(angle_); +float threshold_ = 1.0 - 0.01 * threshold; + +float rad_ = radius * scale; + +const vec3 lVec = vec3(0.298980712, 0.587036132, 0.113983154); + +#define STEPS_PER_PIXEL 4.0 + +float stepsCount = ceil(STEPS_PER_PIXEL * rad_); + +float halo_ = 0.01 * (halo + 1.0) * stepsCount; + + +float rayWeight(float s) +{ + s /= halo_; + return clamp(1.0 - s * s, 0.0, 1.0); +} + +vec4 lightValue(const vec2 texCoord) +{ + vec4 col = texture2D(inputImage[0], texCoord); + float l = dot(lVec, col.rgb); + + return smoothstep(threshold_, 1.0, l) * col; +} + +bool filterLine(inout vec4 col, const vec2 p, const vec2 dx, float s_y) +{ + float rw = rayWeight(s_y); + if(rw == 0.0) + return false; + + float dw = max(1.0 - s_y / stepsCount, 0.0); + + col += dw * rw * lightValue(p); + + vec2 s = vec2(0.0, s_y); + + for(s.x = 1.0; s.x < stepsCount; s.x += 1.0) + { + dw = max(1.0 - length(s) / stepsCount, 0.0); + col += rw * dw * ( + lightValue(p + s.x * dx) + + lightValue(p - s.x * dx)); + } + + return true; +} + +void main( void ) +{ + vec2 texCoord = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy; + + float step = radius / stepsCount; + mat2 transf = + mat2((worldToInput * vec3(1.0, 0.0, 0.0)).xy, + (worldToInput * vec3(0.0, 1.0, 0.0)).xy) * // worldToInput without translational part + mat2(cos_, sin_, -sin_, cos_) * // angle shift by uniform parameter + step; // [-stepsCount,stepsCount]^2 to [-radius, radius]^2 + + + // Filter lines in the 2 orthogonal directions + vec4 addCol = vec4(0.0); + + // Horizontal + filterLine(addCol, texCoord, transf[0], 0.0); + + for(float s = 1.0; s < stepsCount; s += 1.0) + { + if(!filterLine(addCol, texCoord + s * transf[1], transf[0], s)) + break; + + filterLine(addCol, texCoord - s * transf[1], transf[0], s); + } + + // Vertical + filterLine(addCol, texCoord, transf[1], 0.0); + + for(float s = 1.0; s < stepsCount; s += 1.0) + { + if(!filterLine(addCol, texCoord + s * transf[0], transf[1], s)) + break; + + filterLine(addCol, texCoord - s * transf[0], transf[1], s); + } + + + float weight = stepsCount * STEPS_PER_PIXEL; + + vec4 col = texture2D(inputImage[0], texCoord); + gl_FragColor = col + addCol * (brightness / weight); +} diff --git a/stuff/library/shaders/programs/glitter_bbox.vert b/stuff/library/shaders/programs/glitter_bbox.vert new file mode 100644 index 0000000..5f6d331 --- /dev/null +++ b/stuff/library/shaders/programs/glitter_bbox.vert @@ -0,0 +1,25 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec4 infiniteRect; +uniform vec4 inputBBox[1]; + +varying vec4 outputBBox; + +uniform float radius; + + +void main( void ) +{ + if(inputBBox[0] == infiniteRect) // Better avoid enlarging the infinite + outputBBox = infiniteRect; // rect... + else + outputBBox = vec4( + inputBBox[0].x - radius, + inputBBox[0].y - radius, + inputBBox[0].z + radius, + inputBBox[0].w + radius); + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/glitter_ports.vert b/stuff/library/shaders/programs/glitter_ports.vert new file mode 100644 index 0000000..8fe07d5 --- /dev/null +++ b/stuff/library/shaders/programs/glitter_ports.vert @@ -0,0 +1,29 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform mat3 worldToOutput; + +uniform vec4 outputRect; +varying vec4 inputRect[1]; +varying mat3 worldToInput[1]; + +uniform float radius; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + +void main( void ) +{ + float rad = radius * sqrt(abs(det(worldToOutput))); + + worldToInput[0] = worldToOutput; // Let the input and output references + // be the same + inputRect[0] = vec4( + outputRect.x - rad, + outputRect.y - rad, + outputRect.z + rad, + outputRect.w + rad); + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/radialblurGPU.frag b/stuff/library/shaders/programs/radialblurGPU.frag new file mode 100644 index 0000000..b414fa7 --- /dev/null +++ b/stuff/library/shaders/programs/radialblurGPU.frag @@ -0,0 +1,63 @@ +#ifdef GL_ES +precision mediump float; +#endif + + +uniform mat3 worldToOutput; + +uniform sampler2D inputImage[1]; +uniform mat3 outputToInput[1]; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + + +mat3 worldToInput = outputToInput[0] * worldToOutput; + +vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy; +float scale_s = sqrt(abs(det(worldToOutput))); +float rad_s = scale_s * max(radius, 0.0); + + +#define STEPS_PER_PIXEL 4.0 + + +void main( void ) +{ + // Build lengths on output metrics + vec2 v = gl_FragCoord.xy - center_s; + float vLength = length(v); + + float dist_s = max(vLength - rad_s, 0.0); + float b_s = blur * dist_s; + + // Putting a maximum samples count - to prevent freezes; besides, blurring too many + // pixels is typically useless... + int samplesCount = int(clamp(ceil(b_s * STEPS_PER_PIXEL), 1.0, 2000.0)); + float step_s = b_s / float(samplesCount); + + + // Perform filtering + vec2 texPos = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy; + vec4 pix = texture2D(inputImage[0], texPos); + + vec2 vStep = v * (step_s / max(vLength, 0.01)); + vStep = (outputToInput[0] * vec3(vStep, 0.0)).xy; + + vec2 tPos0 = texPos + vStep; + vec2 tPos1 = texPos - vStep; + + for(int s = 1; s < samplesCount; ++s) + { + pix += texture2D(inputImage[0], tPos0); + pix += texture2D(inputImage[0], tPos1); + + tPos0 += vStep, tPos1 -= vStep; + } + + gl_FragColor = pix / float(2 * samplesCount - 1); +} diff --git a/stuff/library/shaders/programs/radialblurGPU_bbox.vert b/stuff/library/shaders/programs/radialblurGPU_bbox.vert new file mode 100644 index 0000000..730bdd8 --- /dev/null +++ b/stuff/library/shaders/programs/radialblurGPU_bbox.vert @@ -0,0 +1,48 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec4 infiniteRect; +uniform vec4 inputBBox[1]; + +varying vec4 outputBBox; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +void addPoint(inout vec4 rect, vec2 p) { + rect.xy = min(rect.xy, p); + rect.zw = max(rect.zw, p); +} + +void addBlurredPointBox(inout vec4 rect, vec2 p) +{ + vec2 v = p - center; + float vLength = length(v); + + float dist = max(length(v) - radius, 0.0); + float b = blur * dist; + + v *= (b / max(vLength, 0.01)); + + addPoint(rect, p - v); + addPoint(rect, p + v); +} + +void main( void ) +{ + outputBBox = inputBBox[0]; + + if(outputBBox != infiniteRect) + { + // Add the bounding box of each blurred corner + addBlurredPointBox(outputBBox, inputBBox[0].xy); + addBlurredPointBox(outputBBox, inputBBox[0].xw); + addBlurredPointBox(outputBBox, inputBBox[0].zy); + addBlurredPointBox(outputBBox, inputBBox[0].zw); + } + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/radialblurGPU_ports.vert b/stuff/library/shaders/programs/radialblurGPU_ports.vert new file mode 100644 index 0000000..2f0d8ab --- /dev/null +++ b/stuff/library/shaders/programs/radialblurGPU_ports.vert @@ -0,0 +1,57 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform mat3 worldToOutput; + +uniform vec4 outputRect; + +varying vec4 inputRect[1]; +varying mat3 worldToInput[1]; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + + +float scale = sqrt(abs(det(worldToOutput))); + +vec2 center_ = (worldToOutput * vec3(center, 1.0)).xy; +float rad_ = scale * max(radius, 0.0); + + +void addPoint(inout vec4 rect, vec2 p) { + rect.xy = min(rect.xy, p); + rect.zw = max(rect.zw, p); +} + +void addBlurredPointBox(inout vec4 rect, vec2 p) +{ + vec2 v = p - center_; + float vLength = length(v); + + float dist = max(length(v) - rad_, 0.0); + float b = blur * dist; + + v *= (b / max(vLength, 0.01)); + + addPoint(rect, p - v); + addPoint(rect, p + v); +} + +void main( void ) +{ + worldToInput[0] = worldToOutput; // Let the input and output references be the same + inputRect[0] = outputRect; + + // Add the bounding box of each blurred corner + addBlurredPointBox(inputRect[0], outputRect.xy); + addBlurredPointBox(inputRect[0], outputRect.xw); + addBlurredPointBox(inputRect[0], outputRect.zy); + addBlurredPointBox(inputRect[0], outputRect.zw); + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/spinblurGPU.frag b/stuff/library/shaders/programs/spinblurGPU.frag new file mode 100644 index 0000000..e28e979 --- /dev/null +++ b/stuff/library/shaders/programs/spinblurGPU.frag @@ -0,0 +1,69 @@ +#ifdef GL_ES +precision mediump float; +#endif + + +uniform mat3 worldToOutput; + +uniform sampler2D inputImage[1]; +uniform mat3 outputToInput[1]; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + + +mat3 worldToInput = outputToInput[0] * worldToOutput; + +vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy; +float scale_s = sqrt(abs(det(worldToOutput))); +float rad_s = scale_s * max(radius, 0.0); + + +#define STEPS_PER_PIXEL 4.0 + + +void main( void ) +{ + // Build lengths on output metrics + vec2 v = gl_FragCoord.xy - center_s; + float distance_s = length(v); + float angle = atan(v.y, v.x); + + float dist_s = max(distance_s - rad_s, 0.0); + float blurLen_s = radians(max(blur, 0.0)) * dist_s; + + float blur_ = blurLen_s / max(distance_s, 0.01); // Jump the singularity + + // Putting a maximum samples count - to prevent freezes; besides, blurring too many + // pixels is typically useless... + int samplesCount = int(clamp(ceil(blurLen_s * STEPS_PER_PIXEL), 1.0, 2000.0)); + + + float angle_step = blur_ / float(samplesCount); + + float cos_step = cos(angle_step); + float sin_step = sin(angle_step); + + mat2 rot_step0 = mat2(cos_step, sin_step, -sin_step, cos_step); + mat2 rot_step1 = mat2(cos_step, -sin_step, sin_step, cos_step); + + + // Perform filtering + vec4 pix = texture2D(inputImage[0], (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy); + + vec2 v0 = rot_step0 * v, v1 = rot_step1 * v; + + for(int s = 1; s < samplesCount; ++s) + { + pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v0, 1.0)).xy); + pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v1, 1.0)).xy); + + v0 = rot_step0 * v0, v1 = rot_step1 * v1; + } + + gl_FragColor = pix / float(2 * samplesCount - 1); +} diff --git a/stuff/library/shaders/programs/spinblurGPU_bbox.vert b/stuff/library/shaders/programs/spinblurGPU_bbox.vert new file mode 100644 index 0000000..106a466 --- /dev/null +++ b/stuff/library/shaders/programs/spinblurGPU_bbox.vert @@ -0,0 +1,73 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform vec4 infiniteRect; +uniform vec4 inputBBox[1]; + +varying vec4 outputBBox; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +const float pi = 3.141592653; +const float pi_twice = 2.0 * pi; +const float pi_half = pi / 2.0; + + +void addPoint(inout vec4 rect, vec2 p) { + rect.xy = min(rect.xy, p.xy); + rect.zw = max(rect.zw, p.xy); +} + +void addBlurredPointBox(inout vec4 rect, vec2 p) +{ + // Remember the *definition* of angle: angle = arc length / radius + + // Build p's blurred angular range + float distance = length(p - center); + float angle = atan(p.y - center.y, p.x - center.x); + + // If radius > 0, we assume that the blurred length is proportional to (distance - radius); + float dist_ = max(distance - radius, 0.0); + float blurLen = radians(max(blur, 0.0)) * dist_; + + // The actual blurring angle is then found as (blurLen_ / distance) + float blur_ = blurLen / max(distance, 0.01); // Jump the singularity + + vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with + // explicit initialization... GLSL complained -.- + // Include the points at angleRange's extremes + addPoint(rect, center + distance * vec2(cos(angleRange.x), sin(angleRange.x))); + addPoint(rect, center + distance * vec2(cos(angleRange.y), sin(angleRange.y))); + + // At pi/2 multiples we get a box extreme. Include them if present. + float blur_twice = 2.0 * blur_; + + if(mod( - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center + vec2(distance, 0.0)); + if(mod(pi_half - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center + vec2(0.0, distance)); + if(mod(pi - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center + vec2(-distance, 0.0)); + if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center + vec2(0.0, -distance)); +} + +void main( void ) +{ + outputBBox = inputBBox[0]; + + if(outputBBox != infiniteRect) + { + // Add the bounding box of each blurred corner + addBlurredPointBox(outputBBox, inputBBox[0].xy); + addBlurredPointBox(outputBBox, inputBBox[0].xw); + addBlurredPointBox(outputBBox, inputBBox[0].zy); + addBlurredPointBox(outputBBox, inputBBox[0].zw); + } + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/spinblurGPU_ports.vert b/stuff/library/shaders/programs/spinblurGPU_ports.vert new file mode 100644 index 0000000..f755b29 --- /dev/null +++ b/stuff/library/shaders/programs/spinblurGPU_ports.vert @@ -0,0 +1,81 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform mat3 worldToOutput; + +uniform vec4 outputRect; + +varying vec4 inputRect[1]; +varying mat3 worldToInput[1]; + +uniform vec2 center; +uniform float radius; +uniform float blur; + + +float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } + + +float scale = sqrt(abs(det(worldToOutput))); + +vec2 center_ = (worldToOutput * vec3(center, 1.0)).xy; +float rad_ = scale * max(radius, 0.0); + +const float pi = 3.141592653; +const float pi_twice = 2.0 * pi; +const float pi_half = pi / 2.0; + + +void addPoint(inout vec4 rect, vec2 p) { + rect.xy = min(rect.xy, p.xy); + rect.zw = max(rect.zw, p.xy); +} + +void addBlurredPointBox(inout vec4 rect, vec2 p) +{ + // Remember the *definition* of angle: angle = arc length / radius + + // Build p's blurred angular range + float distance = length(p - center_); + float angle = atan(p.y - center_.y, p.x - center_.x); + + // If rad_ > 0, we assume that the blurred length is proportional to (distance - rad_); + float dist_ = max(distance - rad_, 0.0); + float blurLen = radians(max(blur, 0.0)) * dist_; + + // The actual blurring angle is then found as (blurLen_ / distance) + float blur_ = blurLen / max(distance, 0.01); // Jump the singularity + + vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with + // explicit initialization... GLSL complained -.- + // Include the points at angleRange's extremes + addPoint(rect, center_ + distance * vec2(cos(angleRange.x), sin(angleRange.x))); + addPoint(rect, center_ + distance * vec2(cos(angleRange.y), sin(angleRange.y))); + + // At pi/2 multiples we get a box extreme. Include them if present. + float blur_twice = 2.0 * blur_; + + if(mod( - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center_ + vec2(distance, 0.0)); + if(mod(pi_half - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center_ + vec2(0.0, distance)); + if(mod(pi - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center_ + vec2(-distance, 0.0)); + if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice) + addPoint(rect, center_ + vec2(0.0, -distance)); +} + +void main( void ) +{ + worldToInput[0] = worldToOutput; // Let the input and output references be the same + inputRect[0] = outputRect; + + // Add the bounding box of each blurred corner + addBlurredPointBox(inputRect[0], outputRect.xy); + addBlurredPointBox(inputRect[0], outputRect.xw); + addBlurredPointBox(inputRect[0], outputRect.zy); + addBlurredPointBox(inputRect[0], outputRect.zw); + + gl_Position = vec4(0.0); // Does not link without +} diff --git a/stuff/library/shaders/programs/starsky.frag b/stuff/library/shaders/programs/starsky.frag new file mode 100644 index 0000000..bb45db2 --- /dev/null +++ b/stuff/library/shaders/programs/starsky.frag @@ -0,0 +1,85 @@ +#ifdef GL_ES +precision mediump float; +#endif + +// Tweaked from http://glsl.heroku.com/e#6015.0 + + +// Posted by Trisomie21 + + +uniform mat3 outputToWorld; + +uniform vec4 color; +uniform float time; +uniform float brightness; + +// Tweaked from http://glsl.heroku.com/e#4982.0 +float hash( float n ) { return fract(sin(n)*43758.5453); } +float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } + +float noise( in vec2 x ) +{ + vec2 p = floor(x); + vec2 f = fract(x); + f = f*f*(3.0-2.0*f); + float n = p.x + p.y*57.0; + float res = mix(mix(hash(n+0.0), hash(n+1.0),f.x), mix(hash(n+57.0), hash(n+58.0),f.x),f.y); + return res; +} + +vec3 cloud(vec2 p) { + float f = 0.0; + f += 0.50000*noise(p*1.0*10.0); + f += 0.25000*noise(p*2.0*10.0); + f += 0.12500*noise(p*4.0*10.0); + f += 0.06250*noise(p*8.0*10.0); + f *= f; + + return color.rgb * color.a * f * .6; +} + +const float SPEED = 0.01; +const float DENSITY = 1.5; + +void main( void ) +{ + vec2 pos = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; + + // Nebulous cloud - It's intended as background, ie it doesn't block stars visibility. + // Stars ADD to this. + vec3 color = cloud(pos); + + // Stars Field - this is the idea: each star is drawn in a 'star cell' which results from + // FLOORING a point function p(x,y) of the pixel coordinates. A cell's edges correspond to + // coordinated lines of the form: p_x(x,y) = int, p_y(x, y) = int. + + // The problem lies in finding a function p which is suitable, ie p_x's and p_y's gradients should + // be as orthogonal and with finite strictly positive norm as possible. + + // Changing to polar coordinates is simplest - when the radius (distance from origin) + // is high, moving in radius and arc distance is almost orthogonal. Plus, star 'discs' are harder + // to spot than star 'rows', since they are curved. + + // I think that a suitable deformation of the identity grid based on sin and cos exists, + // but couldn't find it... ^.^' + + float dist = length(pos); + vec2 coord = vec2(dist, atan(pos.y, pos.x)/* / (3.1415926*2.0)*/); // Pseudo-polar coordinates + + vec2 p = 40.0 * vec2(coord.x, // radius + floor(coord.x + 1.0) * coord.y + // arc distance (floor helps stabilizing cell shapes, and 1.0 to avoid flooring to 0) + hash(floor(40.0 * coord.x))); // shifts the star 'discs' along the arc, by a pseudo-random value (helps avoiding 'star rows', at least along the radial direction) + + vec2 uv = 2.0 * fract(p) - 1.0; // Pixel position in the cell, in [-1,1]^2 coordinates + + float cellValue = abs(2.0 * fract(rand(floor(p)) + SPEED * time) - 1.0); + float cellBrightness = clamp((cellValue - 0.9) * brightness * 10.0, 0.0, 1.0); + + color += clamp( + (1.0 - 2.0 * length(uv)) * // Comment this line to see the star cells + cellBrightness, 0.0, 1.0); + + + gl_FragColor = vec4(color, 1.0); +} diff --git a/stuff/library/shaders/programs/sunflare.frag b/stuff/library/shaders/programs/sunflare.frag new file mode 100644 index 0000000..4c8f361 --- /dev/null +++ b/stuff/library/shaders/programs/sunflare.frag @@ -0,0 +1,31 @@ +#ifdef GL_ES +precision mediump float; +#endif + +uniform mat3 outputToWorld; + +uniform vec4 color; +uniform int blades; +uniform float intensity; +uniform float angle; +uniform float bias; +uniform float sharpness; + +float blades_ = float(blades); +float angle_ = radians(angle); +float bias_ = .01 * bias; + + +// never watch into the sun ;) + +void main( void ) +{ + vec2 p = .03 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; + + float a = atan(p.y, p.x) - angle_; + float blade = intensity * clamp(pow(sin(a * blades_) + bias_, sharpness), 0.0, 1.0); + + gl_FragColor = vec4(color.rgb * color.a, color.a); // Premultiplication + gl_FragColor = gl_FragColor * (1.0 + blade) / length(p); +} + diff --git a/stuff/library/shaders/programs/wavy.frag b/stuff/library/shaders/programs/wavy.frag new file mode 100644 index 0000000..08b1476 --- /dev/null +++ b/stuff/library/shaders/programs/wavy.frag @@ -0,0 +1,71 @@ +#ifdef GL_ES +precision mediump float; +#endif + +// Tweaked from http://glsl.heroku.com/e#5893.0 + + +uniform mat3 outputToWorld; + +uniform vec4 color1; +uniform vec4 color2; +uniform float time; + +vec2 Distort(vec2 p) +{ + float theta = atan(p.y, p.x); + float radius = length(p); + radius = pow(radius, 1.3); + p.x = radius * cos(theta); + p.y = radius * sin(theta); + return 0.5 * (p + 1.0); +} +vec4 pattern(vec2 p) +{ + vec2 m=mod(p.xy+p.x+p.y,2.)-1.; + return vec4(length(m)); +} + +float hash(const float n) +{ + return fract(sin(n)*43758.5453); +} + +float noise(const vec3 x) +{ + vec3 p=floor(x); + vec3 f=fract(x); + + f=f*f*(3.0-2.0*f); + + float n=p.x+p.y*57.0+p.z*43.0; + + float r1=mix(mix(hash(n+0.0),hash(n+1.0),f.x),mix(hash(n+57.0),hash(n+57.0+1.0),f.x),f.y); + float r2=mix(mix(hash(n+43.0),hash(n+43.0+1.0),f.x),mix(hash(n+43.0+57.0),hash(n+43.0+57.0+1.0),f.x),f.y); + + return mix(r1,r2,f.z); +} + +void main( void ) +{ + vec2 position = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; + + float off = noise(position.xyx + time); + vec4 c = pattern(Distort(position+off)); + + c.xy = Distort(c.xy); + + + // ORIGINAL: + // vec4(c.x - off, sin(c.y) - off, cos(c.z), 1.0); + + // The original green component did not show much. So, the original formula can be written + // as a linear combination of those R and B channels - we generalize that to 2 arbitrary + // colors. Plus, the resulting color is required to be in a premultiplied form. + + vec4 col1 = vec4(color1.rgb * color1.a, color1.a); // Premultiplication + vec4 col2 = vec4(color2.rgb * color2.a, color2.a); // + + float coeff1 = c.x - off, coeff2 = cos(c.z); + gl_FragColor = (coeff1 * col1 + coeff2 * col2) / (coeff1 + coeff2); +} \ No newline at end of file diff --git a/stuff/library/shaders/radialblurGPU.xml b/stuff/library/shaders/radialblurGPU.xml new file mode 100644 index 0000000..b24bb65 --- /dev/null +++ b/stuff/library/shaders/radialblurGPU.xml @@ -0,0 +1,87 @@ + + + SHADER_radialblurGPU + + + "programs/radialblurGPU.frag" + + + + + + "Source" + + + + + SHADER_radialblurGPU_ports + + + "programs/radialblurGPU_ports.vert" + + + + + + + SHADER_radialblurGPU_bbox + + + "programs/radialblurGPU_bbox.vert" + + + + + isotropic + + + + + vec2 center + + point_ui + + Center + + + + + + float radius + + length + + + 3 + + + 0 10000 + + + + + float blur + + percent + + + 0.3 + + + 0 10000 + + + + + + radius_ui + + Radius + + + radius + + + center + + diff --git a/stuff/library/shaders/readme.txt b/stuff/library/shaders/readme.txt new file mode 100644 index 0000000..ba3b1ea --- /dev/null +++ b/stuff/library/shaders/readme.txt @@ -0,0 +1,462 @@ + + Toonz Shader Fxs Manual + +========================================================== + + 1. Introduction + + +Toonz 7.1 allows users to write new Fxs using GLSL (the +OpenGL Shading Language). + +Shader Fx interfaces are read once at Toonz's startup, +but the underlying fx algorithm can be modified in +real time to ease the fx creation process. + + +Users reading these notes for the first time may want to +refer to the official GLSL guide at: + + http://www.opengl.org/documentation/glsl/ + +Up-and-running examples of GLSL (fragment) shader programs +can be found at the GLSL sanbox gallery, from which some of +the provided examples are adapted from (requires a +WebGL-compatible web browser, such as Firefox or Google +Chrome): + + http://glsl.heroku.com/ + +Further examples can be found at the beautiful gallery at: + + https://www.shadertoy.com/ + +========================================================== + + 2. Requirements + + +The most recent version of your graphics drivers, as well +as a fairly recent graphics card. + +Specifically, graphics drivers must support OpenGL 2.1, +Transform Feedback and Pixel Buffers (either as a built-in +feature or through extensions). + +========================================================== + + 3. Limitations + + +Shader fxs are rendered on the GPU, meaning that they are +typically executed in a massively parallel fashion - ie fast. + +However, since most systems only adopt one GPU, only one +Shader fx is allowed to be rendered at the same time. +This means that Shader Fxs do not take advantage of multiple +rendering threads in a Toonz rendering process like common +CPU-based fxs do. + + +Shader Fx are intended to apply a fragment shader on the +output surface for the fx. In other words, each output pixel +is processed separately using the supplied fragment shader +program. + +This prevents the implementation of more complex output +patterns that span multiple pixels at the same time. + +Furthermore, there is no way to specify intermediate buffer +objects to read or write data to - which is often a common +need when writing fxs. + +========================================================== + + 3. Implementing a Shader Fx + + +In order to implement a shader fx it's currently necessary +to either create or edit the following files: + + a. /config/current.txt + + This file hosts the associations between fxs and + their parameters and the names displayed in the GUI + (which are not locale-dependent). + + b. /profiles/layouts/fxs/fxs.lst + + The list of fxs as displayed in the right-click + contextual menus like "Add Fx" or "Insert Fx" + + c. /profiles/layouts/fxs/.xml + + Parameters tabbing in the Fx Parameters Editor + + d. /shaders/.xml + + The Shader Fx interface. + + e. The actual shader program files + + +Please, observe that the paths and names outside brackets +are mandatory. + +Apart from point (d) and (e) discussed separately, it is best +to locate existing entries and emulate their behavior. +You can typically find related entries by searching "Shader" +in each file. + +========================================================== + + 4. The Shader Interface File + + +The Shader Fx Interface file at (3.d) is an xml document that +defines the main properties of the fx. + +Specifically: + + a. Shader program files to be compiled at run-time + + b. Input ports for the fx + + c. Parameters + + d. Restrictions to the class of world/output coordinates + transforms handled by the fx + +The file is read once when Toonz starts, so any modification +will not be recognized until Toonz is restarted. + + +The complete recognized file structure is as follows: + + + // (4.a) The applied fragment shader + + SHADER_myShaderName // Internal name of the fx (mandatory, a simple app-unique literal id) + + + "programs/myShader.frag" // The shader program file (3.e), relative to the + // path of the interface file. + + + // (4.b) - Only a *fixed* number of ports allowed + // A first port + "Source" // The displayed port name + + + // Second port + "Control" + + + // (4.a) Vertex shader used to acquire the geometry of + // input images. See (5.b). + SHADER_myShader_ports // The unique id for the vertex shader program (mandatory) + + + "programs/myShader_ports.vert" + + + + + // (4.a) Vertex shader used to calculate the fx's bbox. + // See (5.c). + SHADER_myShader_bbox + + + "programs/myShader_bbox.vert" + + + + // (4.d) Optional, see (5.a) + isotropic // May be either 'any' (default) or 'isotropic'. + // Isotropic transforms exclude shears and non-uniform scales. + + // (4.c) + + + float radius // Parameter declaration + + // Additional Paramater attributes (can be omitted) + 10 // The parameter default + + + 0 20 // The parameter range + + + length // The parameter concept type - or, how it is represented + // by the Toonz GUI + + + + + float angle + + + angle_ui // Concepts of type _ui are editable in + // camera stand + "My Angle" + + + + + + // Composite parameter concepts can be formed by 2 or + // more parameters + polar_ui + + + "My Polar Coordinates" + + // List of involved parameters + radius + + + angle + + + +---------------------------------------------------------- + +4.1. Parameter Declarations + + +Parameters are introduced by a declaration typically matching +the corresponding GLSL variable declaration. + +The complete recognized list of supported parameter types is: + + bool, float, vec2, int, ivec2, rgb, rgba + + +The 'rgb' and 'rgba' types map to GLSL 'vec3' and 'vec4' +variables respectively, but are displayed with the appropriate +color editors by Toonz - plus, the range of their components +automatically maps from [0, 255] in Toonz and the Shader +Interface file to [0.0, 1.0] in the corresponding shader program +files. + +---------------------------------------------------------- + +4.2. Parameter Concepts + + +Parameter 'concepts' are additional parameter properties that +regard the way Toonz represents a certain parameter type. + +For example, a 'float' variable type may either indicate +an angle, the length of a segment, a percentage value, +and more. + +Fx writers may want to explicitly specify a parameter concept +for the following reasons: + + a. Impose a measure to the parameter (e.g. degress, inches, %) + + b. Make the parameter editable in camera-stand + + +The complete list of supported parameter concepts is the following: + + percent - Displayed with the percentage '%' unit + + length - Displayed in length units (inches, mm, cm, etc..) + + angle - Displayed in angular units '�' + + point - A vec2 displayed in length units + + radius_ui - Like length, displaying a radius in camstand. May compose with a point (the center) + + width_ui - Like length, displaying a vertical line width. May compose with the line's angle. + + angle_ui - Like angle, displaying it in camstand + + point_ui - Like point, in camstand + + xy_ui - Composes two float types in a point + + vector_ui - Composes two float types in an 'arrow'-like vector + + polar_ui - Like vector_ui, from a length and an angle + + size_ui - Displays a square indicating a size. May compose width and height in a rect. + + quad_ui - Composes 4 points in a quadrilateral + + rect_ui - Composes width, height, and the optional center point in a rect + +========================================================== + + 5. Shader program files + + +A shader program file is a simple text file containing the +actual algorithms of a shader fx. + +In the current implementation of Toonz Shader Fxs, there are +3 possible shader program files that need to be specified: + + a. The main fragment shader program, responsible of + executing the code that actually renders the fx + + b. An optional vertex shader program to calculate the + geometries of contents required from input ports + + c. An optional vertex shader program to calculate the + bounding box of the fx output + +---------------------------------------------------------- + + 5.a. The 'MainProgram' Fragment Shader + + +The main program is in practice a standard GLSL fragment +shader - however, Toonz will provide it a set of additional +uniform input variables that must be addressed to correctly +compute the desired output. + + +The complete list of additional variables always supplied +by Toonz is: + + uniform mat3 worldToOutput; + uniform mat3 outputToWorld; + +These matrix variables describe the affine transforms mapping +output coordinates to Toonz's world coordinates, and vice-versa. + +They include an additional coordinate as an OpenGL version-portable +way to perform translations by natural multiplication - transforming +a point is then done like: + + vec2 worldPoint = (outputToWorld * vec3(outPoint, 1.0)).xy + +Fx parameters are typically intended in world coordinates, +and should be adjusted through these transforms - for example, +a camstand-displayed radius value must be multiplied by the +'worldToOutput' scale factors in order to get the corresponding +value in output coordinates. + +World/Output transforms may be restricted to a specific sub-class +of affine transforms by specifying so in the Shader Interface File. + +Restricting to isotropic transforms may be useful to simplify +cases where angular values are taken into account, since this +transforms class preserves angles by allowing only uniform scales, +rotations and translations. Non-uniform scales and shears are +later applied by Toonz on the produced fx output if necessary. + + +In case input ports have been specified, we also have: + + uniform sampler2D inputImage[n]; + uniform mat3 outputToInput[n]; + uniform mat3 inputToOutput[n]; + +The sampler variables correspond to the input content to the +fx. The matrix variables are the reference transforms from +output to input variables, and vice-versa. + + +Additional uniform variables corresponding to fx parameters +will also be supplied by Toonz. For example, if a "float radius" +parameter was specified, a corresponding + + uniform float radius; + +input variable will be provided to the program. + + +WARNING: Toonz requires that *output* colors must be + 'premultiplied' - that is, common RGB components + (in the range [0, 1]) must be stored multiplied + by their alpha component. + +---------------------------------------------------------- + + 5.b. The optional 'PortsProgram' Vertex Shader + + +The shader program (b) is required in case an fx specifies +input ports, AND it needs to calculate some input content +in a different region than the required output. +It can be neglected otherwise. + +For example, a blur fx requires that input contents outside +the required output rectangle are 'blurred in' it. + + +The 'PortsProgram' vertex shader is a one-shot shader +run by Toonz on a single dummy vertex - which uses +OpenGL 3.0's "Transform Feedback" extension to return a +set of predefined 'varying' output variables + + +The complete set of variables supplied by Toonz and required +in output by the program is: + + uniform mat3 worldToOutput; + uniform mat3 outputToWorld; + uniform vec4 outputRect; + + varying vec4 inputRect[portsCount]; + varying vec4 worldToInput[portsCount]; + +The transforms are intended in the same way as (5.a). + +The outputRect and inputRect[] variables store the +(left, bottom, right, top) rect components in output +and input coordinates respectively. + +Parameter input variables are obviously also supplied. + + +WARNING: *All* the required output variables must be + declared AND filled with values. + + There is no recognized default for them, and the + fx will (silently) fail to render if some are not + assigned. + +---------------------------------------------------------- + + 5.c. The optional 'BBoxProgram' Vertex Shader + + +Some fx may be able to restrict their opaque renderable +area inside a rect. + +For example, blurring an image will 'blur out' the image +content by the specified blur radius. Beyond that, the fx +will render full transparent pixels. Thus, the bounding +box of the fx in this case will be calculated as the +input bounding box, enlarged by the blur radius. + +The default output bounding box is assumed to be infinite; +if that is the case, the BBoxProgram can be omitted. + + +Fx writers may want to supply an explicit program to +calculate the bounding box of the fx, given its input +bounding boxes. This is be useful in Toonz's rendering +pipeline because the software is then allowed to +restrict memory allocation (and fxs calculations) +for the output image to said output bounding box, resulting +in less memory consumption and increased speed. + + +The complete set of variables supplied by Toonz and required +in output by the program is: + + uniform vec4 infiniteRect; + uniform vec4 inputBBox[portsCount]; + + varying vec4 outputBBox; + +The infiniteRect variable should be used to identify both +input and output infinite bboxes. + diff --git a/stuff/library/shaders/spinblurGPU.xml b/stuff/library/shaders/spinblurGPU.xml new file mode 100644 index 0000000..57df18a --- /dev/null +++ b/stuff/library/shaders/spinblurGPU.xml @@ -0,0 +1,87 @@ + + + SHADER_spinblurGPU + + + "programs/spinblurGPU.frag" + + + + + + "Source" + + + + + SHADER_spinblurGPU_ports + + + "programs/spinblurGPU_ports.vert" + + + + + + + SHADER_spinblurGPU_bbox + + + "programs/spinblurGPU_bbox.vert" + + + + + isotropic + + + + + vec2 center + + point_ui + + Center + + + + + + float radius + + length + + + 3 + + + 0 10000 + + + + + float blur + + angle + + + 1 + + + 0 180 + + + + + + radius_ui + + Radius + + + radius + + + center + + \ No newline at end of file diff --git a/stuff/library/shaders/starsky.xml b/stuff/library/shaders/starsky.xml new file mode 100644 index 0000000..4383222 --- /dev/null +++ b/stuff/library/shaders/starsky.xml @@ -0,0 +1,29 @@ + + + SHADER_starsky + + + "programs/starsky.frag" + + + + + + rgba color + + 128 0 255 255 + + + + float time + + + float brightness + + 1 + + + 0 10 + + + \ No newline at end of file diff --git a/stuff/library/shaders/sunflare.xml b/stuff/library/shaders/sunflare.xml new file mode 100644 index 0000000..f0811d5 --- /dev/null +++ b/stuff/library/shaders/sunflare.xml @@ -0,0 +1,61 @@ + + + SHADER_sunflare + + + "programs/sunflare.frag" + + + + + + rgba color + + 255 170 75 255 + + + + + float angle + + angle_ui + + + + + int blades + + 6 + + + 0 100 + + + + + float intensity + + 1 + + + 0 10000 + + + + + float bias + + 0 + + + -100 100 + + + + + float sharpness + + 3.0 + + + \ No newline at end of file diff --git a/stuff/library/shaders/wavy.xml b/stuff/library/shaders/wavy.xml new file mode 100644 index 0000000..2a6b72c --- /dev/null +++ b/stuff/library/shaders/wavy.xml @@ -0,0 +1,28 @@ + + + SHADER_wavy + + + "programs/wavy.frag" + + + + + + rgba color1 + + 0 0 255 255 + + + + + rgba color2 + + 255 0 0 255 + + + + + float time + + \ No newline at end of file diff --git a/stuff/library/textures/Denim2_s.bmp b/stuff/library/textures/Denim2_s.bmp new file mode 100644 index 0000000..b1813aa Binary files /dev/null and b/stuff/library/textures/Denim2_s.bmp differ diff --git a/stuff/library/textures/Knit_s.bmp b/stuff/library/textures/Knit_s.bmp new file mode 100644 index 0000000..d7f9b7e Binary files /dev/null and b/stuff/library/textures/Knit_s.bmp differ diff --git a/stuff/library/textures/Paper 1.BMP 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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Falling leaves.fx b/stuff/projects/fxs/presets/STD_particlesFx/Falling leaves.fx deleted file mode 100644 index cadf47c..0000000 --- a/stuff/projects/fxs/presets/STD_particlesFx/Falling leaves.fx +++ /dev/null @@ -1,839 +0,0 @@ - - - - -1 - - - 0 0 - -
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a/stuff/projects/library/shaders/fireball.xml +++ /dev/null @@ -1,38 +0,0 @@ - - - SHADER_fireball - - - "programs/fireball.frag" - - - - - - rgba color1 - - 255 0 0 255 - - - - - rgba color2 - - 225 200 0 255 - - - - - float detail - - 12 - - - 0 10000 - - - - - float time - - diff --git a/stuff/projects/library/shaders/glitter.xml b/stuff/projects/library/shaders/glitter.xml deleted file mode 100644 index 8d8dda5..0000000 --- a/stuff/projects/library/shaders/glitter.xml +++ /dev/null @@ -1,91 +0,0 @@ - - - SHADER_glitter - - - "programs/glitter.frag" - - - - - - "Source" - - - - - SHADER_glitter_ports - - - "programs/glitter_ports.vert" - - - - - - - SHADER_glitter_bbox - - - "programs/glitter_bbox.vert" - - - - - Isotropic - - - - - float threshold - - 30 - - - 0 100 - - - - - float brightness - - 30 - - - 0 100 - - - - - float radius - - radius_ui - - - 5.333333333 - - - 0 10000 - - - - - float angle - - angle_ui - - - 45 - - - - - float halo - - 1 - - - 0 100 - - - \ No newline at end of file diff --git a/stuff/projects/library/shaders/programs/caustics.frag b/stuff/projects/library/shaders/programs/caustics.frag deleted file mode 100644 index e1e04db..0000000 --- a/stuff/projects/library/shaders/programs/caustics.frag +++ /dev/null @@ -1,66 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -// Tweaked from http://glsl.heroku.com/e#6051.0 - - -// Posted by Trisomie21 : 2D noise experiment (pan/zoom) -// -// failed attempt at faking caustics -// - - -uniform mat3 outputToWorld; - -uniform vec4 color; -uniform float time; - - -vec4 textureRND2D(vec2 uv){ - uv = floor(uv); - float v = uv.x+uv.y*1e3; - - // Build space-specific corner values - vec4 res = fract(1e5*sin(vec4(v*1e-2, (v+1.)*1e-2, (v+1e3)*1e-2, (v+1e3+1.)*1e-2))); - - // Add 'sawtooth-like' wavefronts evolution - return 2.0 * abs(fract(res + vec4(time * .03)) - 0.5); -} - -float noise(vec2 p) { - vec4 r = textureRND2D(p); // Noise values at cell corners - - vec2 f = fract(p); - f = f*f*(3.0-2.0*f); // aka the smoothstep() builtin function - - return (mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y)); -} - -float buildColor(vec2 p) { - p += noise(p); // Noising p itself first. This helps - // preventing grid-like patterns. - - float v = 1.0 - abs(pow(abs(noise(p) - 0.5), 0.75)) * 1.7; // Lots of magical constants o_o? - return v; -} - - -const float SPEED = .15; - -void main( void ) { - vec2 p = (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; - - float c1 = buildColor(p*.03 + time * SPEED); - float c2 = buildColor(p*.03 - time * SPEED); - - float c3 = buildColor(p*.02 - time * SPEED); - float c4 = buildColor(p*.02 + time * SPEED); - - float cf = pow(c1*c2*c3*c4+0.5,6.); // Yep this is bad. Explicitly - // dependent on the 4 above. Better? - vec3 c = vec3(cf); - gl_FragColor = vec4(c, 0.0) + color; - - gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication -} diff --git a/stuff/projects/library/shaders/programs/fireball.frag b/stuff/projects/library/shaders/programs/fireball.frag deleted file mode 100644 index a5858fb..0000000 --- a/stuff/projects/library/shaders/programs/fireball.frag +++ /dev/null @@ -1,80 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -// Tweaked from http://glsl.heroku.com/e#5941.2 - -// -// Description : Array and textureless GLSL 2D/3D/4D -// noise functions with wrapping -// Author : People -// Maintainer : Anyone -// Lastmod : 20130111 (davidwparker) -// License : No Copyright No rights reserved. -// Freely distributed -// - - -uniform mat3 outputToWorld; - -uniform vec4 color1; -uniform vec4 color2; -uniform float detail; -uniform float time; - -const float pi_twice = 6.283185307; - - -float snoise(vec3 uv, float res) -{ - const vec3 s = vec3(1e0, 1e2, 1e4); - - uv *= res; - - vec3 uv0 = floor(mod(uv, res))*s; - vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; - - vec3 f = fract(uv); - f = f*f*(3.0-2.0*f); - - vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z, - uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z); - - vec4 r = fract(sin(v*1e-3)*1e5); - float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); - - r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5); - float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); - - return 2.0 * mix(r0, r1, f.z) - 1.0; // Range in [-1, 1] -} - -void main(void) -{ - vec2 p = .002 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; - - float color = 3.0 * (1.0 - 2.0 * length(p)); - vec3 coord = vec3(atan(p.y, p.x) / pi_twice, length(p) * 0.4, 0.0); - - for(int i = 1; i <= 7; i++) - { - float power = pow(2.0, float(i)); - vec3 timed = vec3(0.0, - time*.02, time*.01); - - color += 1.5 * snoise(coord + timed, power * detail) / power; - } - - color = max(color, 0.); - - - // ORIGINAL: - //gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0); - - vec4 col1 = color1 * color1.a, col2 = color2 * color2.a; - - gl_FragColor = mix(col1, col2, color / 3.0); - gl_FragColor.a *= smoothstep(0.0, 1.0, color); - - gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication -} - diff --git a/stuff/projects/library/shaders/programs/glitter.frag b/stuff/projects/library/shaders/programs/glitter.frag deleted file mode 100644 index 51602b3..0000000 --- a/stuff/projects/library/shaders/programs/glitter.frag +++ /dev/null @@ -1,121 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - - -uniform mat3 worldToOutput; - -uniform sampler2D inputImage[1]; -uniform mat3 outputToInput[1]; - -mat3 worldToInput = outputToInput[0] * worldToOutput; - - -uniform float threshold; -uniform float brightness; -uniform float radius; -uniform float angle; -uniform float halo; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - -float scale = sqrt(abs(det(worldToOutput))); - - -float angle_ = radians(angle); -float sin_ = sin(angle_); -float cos_ = cos(angle_); -float threshold_ = 1.0 - 0.01 * threshold; - -float rad_ = radius * scale; - -const vec3 lVec = vec3(0.298980712, 0.587036132, 0.113983154); - -#define STEPS_PER_PIXEL 4.0 - -float stepsCount = ceil(STEPS_PER_PIXEL * rad_); - -float halo_ = 0.01 * (halo + 1.0) * stepsCount; - - -float rayWeight(float s) -{ - s /= halo_; - return clamp(1.0 - s * s, 0.0, 1.0); -} - -vec4 lightValue(const vec2 texCoord) -{ - vec4 col = texture2D(inputImage[0], texCoord); - float l = dot(lVec, col.rgb); - - return smoothstep(threshold_, 1.0, l) * col; -} - -bool filterLine(inout vec4 col, const vec2 p, const vec2 dx, float s_y) -{ - float rw = rayWeight(s_y); - if(rw == 0.0) - return false; - - float dw = max(1.0 - s_y / stepsCount, 0.0); - - col += dw * rw * lightValue(p); - - vec2 s = vec2(0.0, s_y); - - for(s.x = 1.0; s.x < stepsCount; s.x += 1.0) - { - dw = max(1.0 - length(s) / stepsCount, 0.0); - col += rw * dw * ( - lightValue(p + s.x * dx) + - lightValue(p - s.x * dx)); - } - - return true; -} - -void main( void ) -{ - vec2 texCoord = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy; - - float step = radius / stepsCount; - mat2 transf = - mat2((worldToInput * vec3(1.0, 0.0, 0.0)).xy, - (worldToInput * vec3(0.0, 1.0, 0.0)).xy) * // worldToInput without translational part - mat2(cos_, sin_, -sin_, cos_) * // angle shift by uniform parameter - step; // [-stepsCount,stepsCount]^2 to [-radius, radius]^2 - - - // Filter lines in the 2 orthogonal directions - vec4 addCol = vec4(0.0); - - // Horizontal - filterLine(addCol, texCoord, transf[0], 0.0); - - for(float s = 1.0; s < stepsCount; s += 1.0) - { - if(!filterLine(addCol, texCoord + s * transf[1], transf[0], s)) - break; - - filterLine(addCol, texCoord - s * transf[1], transf[0], s); - } - - // Vertical - filterLine(addCol, texCoord, transf[1], 0.0); - - for(float s = 1.0; s < stepsCount; s += 1.0) - { - if(!filterLine(addCol, texCoord + s * transf[0], transf[1], s)) - break; - - filterLine(addCol, texCoord - s * transf[0], transf[1], s); - } - - - float weight = stepsCount * STEPS_PER_PIXEL; - - vec4 col = texture2D(inputImage[0], texCoord); - gl_FragColor = col + addCol * (brightness / weight); -} diff --git a/stuff/projects/library/shaders/programs/glitter_bbox.vert b/stuff/projects/library/shaders/programs/glitter_bbox.vert deleted file mode 100644 index 5f6d331..0000000 --- a/stuff/projects/library/shaders/programs/glitter_bbox.vert +++ /dev/null @@ -1,25 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform vec4 infiniteRect; -uniform vec4 inputBBox[1]; - -varying vec4 outputBBox; - -uniform float radius; - - -void main( void ) -{ - if(inputBBox[0] == infiniteRect) // Better avoid enlarging the infinite - outputBBox = infiniteRect; // rect... - else - outputBBox = vec4( - inputBBox[0].x - radius, - inputBBox[0].y - radius, - inputBBox[0].z + radius, - inputBBox[0].w + radius); - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/glitter_ports.vert b/stuff/projects/library/shaders/programs/glitter_ports.vert deleted file mode 100644 index 8fe07d5..0000000 --- a/stuff/projects/library/shaders/programs/glitter_ports.vert +++ /dev/null @@ -1,29 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform mat3 worldToOutput; - -uniform vec4 outputRect; -varying vec4 inputRect[1]; -varying mat3 worldToInput[1]; - -uniform float radius; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - -void main( void ) -{ - float rad = radius * sqrt(abs(det(worldToOutput))); - - worldToInput[0] = worldToOutput; // Let the input and output references - // be the same - inputRect[0] = vec4( - outputRect.x - rad, - outputRect.y - rad, - outputRect.z + rad, - outputRect.w + rad); - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/radialblurGPU.frag b/stuff/projects/library/shaders/programs/radialblurGPU.frag deleted file mode 100644 index b414fa7..0000000 --- a/stuff/projects/library/shaders/programs/radialblurGPU.frag +++ /dev/null @@ -1,63 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - - -uniform mat3 worldToOutput; - -uniform sampler2D inputImage[1]; -uniform mat3 outputToInput[1]; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - - -mat3 worldToInput = outputToInput[0] * worldToOutput; - -vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy; -float scale_s = sqrt(abs(det(worldToOutput))); -float rad_s = scale_s * max(radius, 0.0); - - -#define STEPS_PER_PIXEL 4.0 - - -void main( void ) -{ - // Build lengths on output metrics - vec2 v = gl_FragCoord.xy - center_s; - float vLength = length(v); - - float dist_s = max(vLength - rad_s, 0.0); - float b_s = blur * dist_s; - - // Putting a maximum samples count - to prevent freezes; besides, blurring too many - // pixels is typically useless... - int samplesCount = int(clamp(ceil(b_s * STEPS_PER_PIXEL), 1.0, 2000.0)); - float step_s = b_s / float(samplesCount); - - - // Perform filtering - vec2 texPos = (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy; - vec4 pix = texture2D(inputImage[0], texPos); - - vec2 vStep = v * (step_s / max(vLength, 0.01)); - vStep = (outputToInput[0] * vec3(vStep, 0.0)).xy; - - vec2 tPos0 = texPos + vStep; - vec2 tPos1 = texPos - vStep; - - for(int s = 1; s < samplesCount; ++s) - { - pix += texture2D(inputImage[0], tPos0); - pix += texture2D(inputImage[0], tPos1); - - tPos0 += vStep, tPos1 -= vStep; - } - - gl_FragColor = pix / float(2 * samplesCount - 1); -} diff --git a/stuff/projects/library/shaders/programs/radialblurGPU_bbox.vert b/stuff/projects/library/shaders/programs/radialblurGPU_bbox.vert deleted file mode 100644 index 730bdd8..0000000 --- a/stuff/projects/library/shaders/programs/radialblurGPU_bbox.vert +++ /dev/null @@ -1,48 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform vec4 infiniteRect; -uniform vec4 inputBBox[1]; - -varying vec4 outputBBox; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -void addPoint(inout vec4 rect, vec2 p) { - rect.xy = min(rect.xy, p); - rect.zw = max(rect.zw, p); -} - -void addBlurredPointBox(inout vec4 rect, vec2 p) -{ - vec2 v = p - center; - float vLength = length(v); - - float dist = max(length(v) - radius, 0.0); - float b = blur * dist; - - v *= (b / max(vLength, 0.01)); - - addPoint(rect, p - v); - addPoint(rect, p + v); -} - -void main( void ) -{ - outputBBox = inputBBox[0]; - - if(outputBBox != infiniteRect) - { - // Add the bounding box of each blurred corner - addBlurredPointBox(outputBBox, inputBBox[0].xy); - addBlurredPointBox(outputBBox, inputBBox[0].xw); - addBlurredPointBox(outputBBox, inputBBox[0].zy); - addBlurredPointBox(outputBBox, inputBBox[0].zw); - } - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/radialblurGPU_ports.vert b/stuff/projects/library/shaders/programs/radialblurGPU_ports.vert deleted file mode 100644 index 2f0d8ab..0000000 --- a/stuff/projects/library/shaders/programs/radialblurGPU_ports.vert +++ /dev/null @@ -1,57 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform mat3 worldToOutput; - -uniform vec4 outputRect; - -varying vec4 inputRect[1]; -varying mat3 worldToInput[1]; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - - -float scale = sqrt(abs(det(worldToOutput))); - -vec2 center_ = (worldToOutput * vec3(center, 1.0)).xy; -float rad_ = scale * max(radius, 0.0); - - -void addPoint(inout vec4 rect, vec2 p) { - rect.xy = min(rect.xy, p); - rect.zw = max(rect.zw, p); -} - -void addBlurredPointBox(inout vec4 rect, vec2 p) -{ - vec2 v = p - center_; - float vLength = length(v); - - float dist = max(length(v) - rad_, 0.0); - float b = blur * dist; - - v *= (b / max(vLength, 0.01)); - - addPoint(rect, p - v); - addPoint(rect, p + v); -} - -void main( void ) -{ - worldToInput[0] = worldToOutput; // Let the input and output references be the same - inputRect[0] = outputRect; - - // Add the bounding box of each blurred corner - addBlurredPointBox(inputRect[0], outputRect.xy); - addBlurredPointBox(inputRect[0], outputRect.xw); - addBlurredPointBox(inputRect[0], outputRect.zy); - addBlurredPointBox(inputRect[0], outputRect.zw); - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/spinblurGPU.frag b/stuff/projects/library/shaders/programs/spinblurGPU.frag deleted file mode 100644 index e28e979..0000000 --- a/stuff/projects/library/shaders/programs/spinblurGPU.frag +++ /dev/null @@ -1,69 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - - -uniform mat3 worldToOutput; - -uniform sampler2D inputImage[1]; -uniform mat3 outputToInput[1]; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - - -mat3 worldToInput = outputToInput[0] * worldToOutput; - -vec2 center_s = (worldToOutput * vec3(center, 1.0)).xy; -float scale_s = sqrt(abs(det(worldToOutput))); -float rad_s = scale_s * max(radius, 0.0); - - -#define STEPS_PER_PIXEL 4.0 - - -void main( void ) -{ - // Build lengths on output metrics - vec2 v = gl_FragCoord.xy - center_s; - float distance_s = length(v); - float angle = atan(v.y, v.x); - - float dist_s = max(distance_s - rad_s, 0.0); - float blurLen_s = radians(max(blur, 0.0)) * dist_s; - - float blur_ = blurLen_s / max(distance_s, 0.01); // Jump the singularity - - // Putting a maximum samples count - to prevent freezes; besides, blurring too many - // pixels is typically useless... - int samplesCount = int(clamp(ceil(blurLen_s * STEPS_PER_PIXEL), 1.0, 2000.0)); - - - float angle_step = blur_ / float(samplesCount); - - float cos_step = cos(angle_step); - float sin_step = sin(angle_step); - - mat2 rot_step0 = mat2(cos_step, sin_step, -sin_step, cos_step); - mat2 rot_step1 = mat2(cos_step, -sin_step, sin_step, cos_step); - - - // Perform filtering - vec4 pix = texture2D(inputImage[0], (outputToInput[0] * vec3(gl_FragCoord.xy, 1.0)).xy); - - vec2 v0 = rot_step0 * v, v1 = rot_step1 * v; - - for(int s = 1; s < samplesCount; ++s) - { - pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v0, 1.0)).xy); - pix += texture2D(inputImage[0], (outputToInput[0] * vec3(center_s + v1, 1.0)).xy); - - v0 = rot_step0 * v0, v1 = rot_step1 * v1; - } - - gl_FragColor = pix / float(2 * samplesCount - 1); -} diff --git a/stuff/projects/library/shaders/programs/spinblurGPU_bbox.vert b/stuff/projects/library/shaders/programs/spinblurGPU_bbox.vert deleted file mode 100644 index 106a466..0000000 --- a/stuff/projects/library/shaders/programs/spinblurGPU_bbox.vert +++ /dev/null @@ -1,73 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform vec4 infiniteRect; -uniform vec4 inputBBox[1]; - -varying vec4 outputBBox; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -const float pi = 3.141592653; -const float pi_twice = 2.0 * pi; -const float pi_half = pi / 2.0; - - -void addPoint(inout vec4 rect, vec2 p) { - rect.xy = min(rect.xy, p.xy); - rect.zw = max(rect.zw, p.xy); -} - -void addBlurredPointBox(inout vec4 rect, vec2 p) -{ - // Remember the *definition* of angle: angle = arc length / radius - - // Build p's blurred angular range - float distance = length(p - center); - float angle = atan(p.y - center.y, p.x - center.x); - - // If radius > 0, we assume that the blurred length is proportional to (distance - radius); - float dist_ = max(distance - radius, 0.0); - float blurLen = radians(max(blur, 0.0)) * dist_; - - // The actual blurring angle is then found as (blurLen_ / distance) - float blur_ = blurLen / max(distance, 0.01); // Jump the singularity - - vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with - // explicit initialization... GLSL complained -.- - // Include the points at angleRange's extremes - addPoint(rect, center + distance * vec2(cos(angleRange.x), sin(angleRange.x))); - addPoint(rect, center + distance * vec2(cos(angleRange.y), sin(angleRange.y))); - - // At pi/2 multiples we get a box extreme. Include them if present. - float blur_twice = 2.0 * blur_; - - if(mod( - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center + vec2(distance, 0.0)); - if(mod(pi_half - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center + vec2(0.0, distance)); - if(mod(pi - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center + vec2(-distance, 0.0)); - if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center + vec2(0.0, -distance)); -} - -void main( void ) -{ - outputBBox = inputBBox[0]; - - if(outputBBox != infiniteRect) - { - // Add the bounding box of each blurred corner - addBlurredPointBox(outputBBox, inputBBox[0].xy); - addBlurredPointBox(outputBBox, inputBBox[0].xw); - addBlurredPointBox(outputBBox, inputBBox[0].zy); - addBlurredPointBox(outputBBox, inputBBox[0].zw); - } - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/spinblurGPU_ports.vert b/stuff/projects/library/shaders/programs/spinblurGPU_ports.vert deleted file mode 100644 index f755b29..0000000 --- a/stuff/projects/library/shaders/programs/spinblurGPU_ports.vert +++ /dev/null @@ -1,81 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform mat3 worldToOutput; - -uniform vec4 outputRect; - -varying vec4 inputRect[1]; -varying mat3 worldToInput[1]; - -uniform vec2 center; -uniform float radius; -uniform float blur; - - -float det(mat3 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } - - -float scale = sqrt(abs(det(worldToOutput))); - -vec2 center_ = (worldToOutput * vec3(center, 1.0)).xy; -float rad_ = scale * max(radius, 0.0); - -const float pi = 3.141592653; -const float pi_twice = 2.0 * pi; -const float pi_half = pi / 2.0; - - -void addPoint(inout vec4 rect, vec2 p) { - rect.xy = min(rect.xy, p.xy); - rect.zw = max(rect.zw, p.xy); -} - -void addBlurredPointBox(inout vec4 rect, vec2 p) -{ - // Remember the *definition* of angle: angle = arc length / radius - - // Build p's blurred angular range - float distance = length(p - center_); - float angle = atan(p.y - center_.y, p.x - center_.x); - - // If rad_ > 0, we assume that the blurred length is proportional to (distance - rad_); - float dist_ = max(distance - rad_, 0.0); - float blurLen = radians(max(blur, 0.0)) * dist_; - - // The actual blurring angle is then found as (blurLen_ / distance) - float blur_ = blurLen / max(distance, 0.01); // Jump the singularity - - vec2 angleRange = vec2(angle - blur_, angle + blur_); // Couldn't make it an array with - // explicit initialization... GLSL complained -.- - // Include the points at angleRange's extremes - addPoint(rect, center_ + distance * vec2(cos(angleRange.x), sin(angleRange.x))); - addPoint(rect, center_ + distance * vec2(cos(angleRange.y), sin(angleRange.y))); - - // At pi/2 multiples we get a box extreme. Include them if present. - float blur_twice = 2.0 * blur_; - - if(mod( - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center_ + vec2(distance, 0.0)); - if(mod(pi_half - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center_ + vec2(0.0, distance)); - if(mod(pi - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center_ + vec2(-distance, 0.0)); - if(mod(-pi_half - angleRange.x, pi_twice) < blur_twice) - addPoint(rect, center_ + vec2(0.0, -distance)); -} - -void main( void ) -{ - worldToInput[0] = worldToOutput; // Let the input and output references be the same - inputRect[0] = outputRect; - - // Add the bounding box of each blurred corner - addBlurredPointBox(inputRect[0], outputRect.xy); - addBlurredPointBox(inputRect[0], outputRect.xw); - addBlurredPointBox(inputRect[0], outputRect.zy); - addBlurredPointBox(inputRect[0], outputRect.zw); - - gl_Position = vec4(0.0); // Does not link without -} diff --git a/stuff/projects/library/shaders/programs/starsky.frag b/stuff/projects/library/shaders/programs/starsky.frag deleted file mode 100644 index bb45db2..0000000 --- a/stuff/projects/library/shaders/programs/starsky.frag +++ /dev/null @@ -1,85 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -// Tweaked from http://glsl.heroku.com/e#6015.0 - - -// Posted by Trisomie21 - - -uniform mat3 outputToWorld; - -uniform vec4 color; -uniform float time; -uniform float brightness; - -// Tweaked from http://glsl.heroku.com/e#4982.0 -float hash( float n ) { return fract(sin(n)*43758.5453); } -float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } - -float noise( in vec2 x ) -{ - vec2 p = floor(x); - vec2 f = fract(x); - f = f*f*(3.0-2.0*f); - float n = p.x + p.y*57.0; - float res = mix(mix(hash(n+0.0), hash(n+1.0),f.x), mix(hash(n+57.0), hash(n+58.0),f.x),f.y); - return res; -} - -vec3 cloud(vec2 p) { - float f = 0.0; - f += 0.50000*noise(p*1.0*10.0); - f += 0.25000*noise(p*2.0*10.0); - f += 0.12500*noise(p*4.0*10.0); - f += 0.06250*noise(p*8.0*10.0); - f *= f; - - return color.rgb * color.a * f * .6; -} - -const float SPEED = 0.01; -const float DENSITY = 1.5; - -void main( void ) -{ - vec2 pos = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; - - // Nebulous cloud - It's intended as background, ie it doesn't block stars visibility. - // Stars ADD to this. - vec3 color = cloud(pos); - - // Stars Field - this is the idea: each star is drawn in a 'star cell' which results from - // FLOORING a point function p(x,y) of the pixel coordinates. A cell's edges correspond to - // coordinated lines of the form: p_x(x,y) = int, p_y(x, y) = int. - - // The problem lies in finding a function p which is suitable, ie p_x's and p_y's gradients should - // be as orthogonal and with finite strictly positive norm as possible. - - // Changing to polar coordinates is simplest - when the radius (distance from origin) - // is high, moving in radius and arc distance is almost orthogonal. Plus, star 'discs' are harder - // to spot than star 'rows', since they are curved. - - // I think that a suitable deformation of the identity grid based on sin and cos exists, - // but couldn't find it... ^.^' - - float dist = length(pos); - vec2 coord = vec2(dist, atan(pos.y, pos.x)/* / (3.1415926*2.0)*/); // Pseudo-polar coordinates - - vec2 p = 40.0 * vec2(coord.x, // radius - floor(coord.x + 1.0) * coord.y + // arc distance (floor helps stabilizing cell shapes, and 1.0 to avoid flooring to 0) - hash(floor(40.0 * coord.x))); // shifts the star 'discs' along the arc, by a pseudo-random value (helps avoiding 'star rows', at least along the radial direction) - - vec2 uv = 2.0 * fract(p) - 1.0; // Pixel position in the cell, in [-1,1]^2 coordinates - - float cellValue = abs(2.0 * fract(rand(floor(p)) + SPEED * time) - 1.0); - float cellBrightness = clamp((cellValue - 0.9) * brightness * 10.0, 0.0, 1.0); - - color += clamp( - (1.0 - 2.0 * length(uv)) * // Comment this line to see the star cells - cellBrightness, 0.0, 1.0); - - - gl_FragColor = vec4(color, 1.0); -} diff --git a/stuff/projects/library/shaders/programs/sunflare.frag b/stuff/projects/library/shaders/programs/sunflare.frag deleted file mode 100644 index 4c8f361..0000000 --- a/stuff/projects/library/shaders/programs/sunflare.frag +++ /dev/null @@ -1,31 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -uniform mat3 outputToWorld; - -uniform vec4 color; -uniform int blades; -uniform float intensity; -uniform float angle; -uniform float bias; -uniform float sharpness; - -float blades_ = float(blades); -float angle_ = radians(angle); -float bias_ = .01 * bias; - - -// never watch into the sun ;) - -void main( void ) -{ - vec2 p = .03 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; - - float a = atan(p.y, p.x) - angle_; - float blade = intensity * clamp(pow(sin(a * blades_) + bias_, sharpness), 0.0, 1.0); - - gl_FragColor = vec4(color.rgb * color.a, color.a); // Premultiplication - gl_FragColor = gl_FragColor * (1.0 + blade) / length(p); -} - diff --git a/stuff/projects/library/shaders/programs/wavy.frag b/stuff/projects/library/shaders/programs/wavy.frag deleted file mode 100644 index 08b1476..0000000 --- a/stuff/projects/library/shaders/programs/wavy.frag +++ /dev/null @@ -1,71 +0,0 @@ -#ifdef GL_ES -precision mediump float; -#endif - -// Tweaked from http://glsl.heroku.com/e#5893.0 - - -uniform mat3 outputToWorld; - -uniform vec4 color1; -uniform vec4 color2; -uniform float time; - -vec2 Distort(vec2 p) -{ - float theta = atan(p.y, p.x); - float radius = length(p); - radius = pow(radius, 1.3); - p.x = radius * cos(theta); - p.y = radius * sin(theta); - return 0.5 * (p + 1.0); -} -vec4 pattern(vec2 p) -{ - vec2 m=mod(p.xy+p.x+p.y,2.)-1.; - return vec4(length(m)); -} - -float hash(const float n) -{ - return fract(sin(n)*43758.5453); -} - -float noise(const vec3 x) -{ - vec3 p=floor(x); - vec3 f=fract(x); - - f=f*f*(3.0-2.0*f); - - float n=p.x+p.y*57.0+p.z*43.0; - - float r1=mix(mix(hash(n+0.0),hash(n+1.0),f.x),mix(hash(n+57.0),hash(n+57.0+1.0),f.x),f.y); - float r2=mix(mix(hash(n+43.0),hash(n+43.0+1.0),f.x),mix(hash(n+43.0+57.0),hash(n+43.0+57.0+1.0),f.x),f.y); - - return mix(r1,r2,f.z); -} - -void main( void ) -{ - vec2 position = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; - - float off = noise(position.xyx + time); - vec4 c = pattern(Distort(position+off)); - - c.xy = Distort(c.xy); - - - // ORIGINAL: - // vec4(c.x - off, sin(c.y) - off, cos(c.z), 1.0); - - // The original green component did not show much. So, the original formula can be written - // as a linear combination of those R and B channels - we generalize that to 2 arbitrary - // colors. Plus, the resulting color is required to be in a premultiplied form. - - vec4 col1 = vec4(color1.rgb * color1.a, color1.a); // Premultiplication - vec4 col2 = vec4(color2.rgb * color2.a, color2.a); // - - float coeff1 = c.x - off, coeff2 = cos(c.z); - gl_FragColor = (coeff1 * col1 + coeff2 * col2) / (coeff1 + coeff2); -} \ No newline at end of file diff --git a/stuff/projects/library/shaders/radialblurGPU.xml b/stuff/projects/library/shaders/radialblurGPU.xml deleted file mode 100644 index b24bb65..0000000 --- a/stuff/projects/library/shaders/radialblurGPU.xml +++ /dev/null @@ -1,87 +0,0 @@ - - - SHADER_radialblurGPU - - - "programs/radialblurGPU.frag" - - - - - - "Source" - - - - - SHADER_radialblurGPU_ports - - - "programs/radialblurGPU_ports.vert" - - - - - - - SHADER_radialblurGPU_bbox - - - "programs/radialblurGPU_bbox.vert" - - - - - isotropic - - - - - vec2 center - - point_ui - - Center - - - - - - float radius - - length - - - 3 - - - 0 10000 - - - - - float blur - - percent - - - 0.3 - - - 0 10000 - - - - - - radius_ui - - Radius - - - radius - - - center - - diff --git a/stuff/projects/library/shaders/readme.txt b/stuff/projects/library/shaders/readme.txt deleted file mode 100644 index ba3b1ea..0000000 --- a/stuff/projects/library/shaders/readme.txt +++ /dev/null @@ -1,462 +0,0 @@ - - Toonz Shader Fxs Manual - -========================================================== - - 1. Introduction - - -Toonz 7.1 allows users to write new Fxs using GLSL (the -OpenGL Shading Language). - -Shader Fx interfaces are read once at Toonz's startup, -but the underlying fx algorithm can be modified in -real time to ease the fx creation process. - - -Users reading these notes for the first time may want to -refer to the official GLSL guide at: - - http://www.opengl.org/documentation/glsl/ - -Up-and-running examples of GLSL (fragment) shader programs -can be found at the GLSL sanbox gallery, from which some of -the provided examples are adapted from (requires a -WebGL-compatible web browser, such as Firefox or Google -Chrome): - - http://glsl.heroku.com/ - -Further examples can be found at the beautiful gallery at: - - https://www.shadertoy.com/ - -========================================================== - - 2. Requirements - - -The most recent version of your graphics drivers, as well -as a fairly recent graphics card. - -Specifically, graphics drivers must support OpenGL 2.1, -Transform Feedback and Pixel Buffers (either as a built-in -feature or through extensions). - -========================================================== - - 3. Limitations - - -Shader fxs are rendered on the GPU, meaning that they are -typically executed in a massively parallel fashion - ie fast. - -However, since most systems only adopt one GPU, only one -Shader fx is allowed to be rendered at the same time. -This means that Shader Fxs do not take advantage of multiple -rendering threads in a Toonz rendering process like common -CPU-based fxs do. - - -Shader Fx are intended to apply a fragment shader on the -output surface for the fx. In other words, each output pixel -is processed separately using the supplied fragment shader -program. - -This prevents the implementation of more complex output -patterns that span multiple pixels at the same time. - -Furthermore, there is no way to specify intermediate buffer -objects to read or write data to - which is often a common -need when writing fxs. - -========================================================== - - 3. Implementing a Shader Fx - - -In order to implement a shader fx it's currently necessary -to either create or edit the following files: - - a. /config/current.txt - - This file hosts the associations between fxs and - their parameters and the names displayed in the GUI - (which are not locale-dependent). - - b. /profiles/layouts/fxs/fxs.lst - - The list of fxs as displayed in the right-click - contextual menus like "Add Fx" or "Insert Fx" - - c. /profiles/layouts/fxs/.xml - - Parameters tabbing in the Fx Parameters Editor - - d. /shaders/.xml - - The Shader Fx interface. - - e. The actual shader program files - - -Please, observe that the paths and names outside brackets -are mandatory. - -Apart from point (d) and (e) discussed separately, it is best -to locate existing entries and emulate their behavior. -You can typically find related entries by searching "Shader" -in each file. - -========================================================== - - 4. The Shader Interface File - - -The Shader Fx Interface file at (3.d) is an xml document that -defines the main properties of the fx. - -Specifically: - - a. Shader program files to be compiled at run-time - - b. Input ports for the fx - - c. Parameters - - d. Restrictions to the class of world/output coordinates - transforms handled by the fx - -The file is read once when Toonz starts, so any modification -will not be recognized until Toonz is restarted. - - -The complete recognized file structure is as follows: - - - // (4.a) The applied fragment shader - - SHADER_myShaderName // Internal name of the fx (mandatory, a simple app-unique literal id) - - - "programs/myShader.frag" // The shader program file (3.e), relative to the - // path of the interface file. - - - // (4.b) - Only a *fixed* number of ports allowed - // A first port - "Source" // The displayed port name - - - // Second port - "Control" - - - // (4.a) Vertex shader used to acquire the geometry of - // input images. See (5.b). - SHADER_myShader_ports // The unique id for the vertex shader program (mandatory) - - - "programs/myShader_ports.vert" - - - - - // (4.a) Vertex shader used to calculate the fx's bbox. - // See (5.c). - SHADER_myShader_bbox - - - "programs/myShader_bbox.vert" - - - - // (4.d) Optional, see (5.a) - isotropic // May be either 'any' (default) or 'isotropic'. - // Isotropic transforms exclude shears and non-uniform scales. - - // (4.c) - - - float radius // Parameter declaration - - // Additional Paramater attributes (can be omitted) - 10 // The parameter default - - - 0 20 // The parameter range - - - length // The parameter concept type - or, how it is represented - // by the Toonz GUI - - - - - float angle - - - angle_ui // Concepts of type _ui are editable in - // camera stand - "My Angle" - - - - - - // Composite parameter concepts can be formed by 2 or - // more parameters - polar_ui - - - "My Polar Coordinates" - - // List of involved parameters - radius - - - angle - - - ----------------------------------------------------------- - -4.1. Parameter Declarations - - -Parameters are introduced by a declaration typically matching -the corresponding GLSL variable declaration. - -The complete recognized list of supported parameter types is: - - bool, float, vec2, int, ivec2, rgb, rgba - - -The 'rgb' and 'rgba' types map to GLSL 'vec3' and 'vec4' -variables respectively, but are displayed with the appropriate -color editors by Toonz - plus, the range of their components -automatically maps from [0, 255] in Toonz and the Shader -Interface file to [0.0, 1.0] in the corresponding shader program -files. - ----------------------------------------------------------- - -4.2. Parameter Concepts - - -Parameter 'concepts' are additional parameter properties that -regard the way Toonz represents a certain parameter type. - -For example, a 'float' variable type may either indicate -an angle, the length of a segment, a percentage value, -and more. - -Fx writers may want to explicitly specify a parameter concept -for the following reasons: - - a. Impose a measure to the parameter (e.g. degress, inches, %) - - b. Make the parameter editable in camera-stand - - -The complete list of supported parameter concepts is the following: - - percent - Displayed with the percentage '%' unit - - length - Displayed in length units (inches, mm, cm, etc..) - - angle - Displayed in angular units '�' - - point - A vec2 displayed in length units - - radius_ui - Like length, displaying a radius in camstand. May compose with a point (the center) - - width_ui - Like length, displaying a vertical line width. May compose with the line's angle. - - angle_ui - Like angle, displaying it in camstand - - point_ui - Like point, in camstand - - xy_ui - Composes two float types in a point - - vector_ui - Composes two float types in an 'arrow'-like vector - - polar_ui - Like vector_ui, from a length and an angle - - size_ui - Displays a square indicating a size. May compose width and height in a rect. - - quad_ui - Composes 4 points in a quadrilateral - - rect_ui - Composes width, height, and the optional center point in a rect - -========================================================== - - 5. Shader program files - - -A shader program file is a simple text file containing the -actual algorithms of a shader fx. - -In the current implementation of Toonz Shader Fxs, there are -3 possible shader program files that need to be specified: - - a. The main fragment shader program, responsible of - executing the code that actually renders the fx - - b. An optional vertex shader program to calculate the - geometries of contents required from input ports - - c. An optional vertex shader program to calculate the - bounding box of the fx output - ----------------------------------------------------------- - - 5.a. The 'MainProgram' Fragment Shader - - -The main program is in practice a standard GLSL fragment -shader - however, Toonz will provide it a set of additional -uniform input variables that must be addressed to correctly -compute the desired output. - - -The complete list of additional variables always supplied -by Toonz is: - - uniform mat3 worldToOutput; - uniform mat3 outputToWorld; - -These matrix variables describe the affine transforms mapping -output coordinates to Toonz's world coordinates, and vice-versa. - -They include an additional coordinate as an OpenGL version-portable -way to perform translations by natural multiplication - transforming -a point is then done like: - - vec2 worldPoint = (outputToWorld * vec3(outPoint, 1.0)).xy - -Fx parameters are typically intended in world coordinates, -and should be adjusted through these transforms - for example, -a camstand-displayed radius value must be multiplied by the -'worldToOutput' scale factors in order to get the corresponding -value in output coordinates. - -World/Output transforms may be restricted to a specific sub-class -of affine transforms by specifying so in the Shader Interface File. - -Restricting to isotropic transforms may be useful to simplify -cases where angular values are taken into account, since this -transforms class preserves angles by allowing only uniform scales, -rotations and translations. Non-uniform scales and shears are -later applied by Toonz on the produced fx output if necessary. - - -In case input ports have been specified, we also have: - - uniform sampler2D inputImage[n]; - uniform mat3 outputToInput[n]; - uniform mat3 inputToOutput[n]; - -The sampler variables correspond to the input content to the -fx. The matrix variables are the reference transforms from -output to input variables, and vice-versa. - - -Additional uniform variables corresponding to fx parameters -will also be supplied by Toonz. For example, if a "float radius" -parameter was specified, a corresponding - - uniform float radius; - -input variable will be provided to the program. - - -WARNING: Toonz requires that *output* colors must be - 'premultiplied' - that is, common RGB components - (in the range [0, 1]) must be stored multiplied - by their alpha component. - ----------------------------------------------------------- - - 5.b. The optional 'PortsProgram' Vertex Shader - - -The shader program (b) is required in case an fx specifies -input ports, AND it needs to calculate some input content -in a different region than the required output. -It can be neglected otherwise. - -For example, a blur fx requires that input contents outside -the required output rectangle are 'blurred in' it. - - -The 'PortsProgram' vertex shader is a one-shot shader -run by Toonz on a single dummy vertex - which uses -OpenGL 3.0's "Transform Feedback" extension to return a -set of predefined 'varying' output variables - - -The complete set of variables supplied by Toonz and required -in output by the program is: - - uniform mat3 worldToOutput; - uniform mat3 outputToWorld; - uniform vec4 outputRect; - - varying vec4 inputRect[portsCount]; - varying vec4 worldToInput[portsCount]; - -The transforms are intended in the same way as (5.a). - -The outputRect and inputRect[] variables store the -(left, bottom, right, top) rect components in output -and input coordinates respectively. - -Parameter input variables are obviously also supplied. - - -WARNING: *All* the required output variables must be - declared AND filled with values. - - There is no recognized default for them, and the - fx will (silently) fail to render if some are not - assigned. - ----------------------------------------------------------- - - 5.c. The optional 'BBoxProgram' Vertex Shader - - -Some fx may be able to restrict their opaque renderable -area inside a rect. - -For example, blurring an image will 'blur out' the image -content by the specified blur radius. Beyond that, the fx -will render full transparent pixels. Thus, the bounding -box of the fx in this case will be calculated as the -input bounding box, enlarged by the blur radius. - -The default output bounding box is assumed to be infinite; -if that is the case, the BBoxProgram can be omitted. - - -Fx writers may want to supply an explicit program to -calculate the bounding box of the fx, given its input -bounding boxes. This is be useful in Toonz's rendering -pipeline because the software is then allowed to -restrict memory allocation (and fxs calculations) -for the output image to said output bounding box, resulting -in less memory consumption and increased speed. - - -The complete set of variables supplied by Toonz and required -in output by the program is: - - uniform vec4 infiniteRect; - uniform vec4 inputBBox[portsCount]; - - varying vec4 outputBBox; - -The infiniteRect variable should be used to identify both -input and output infinite bboxes. - diff --git a/stuff/projects/library/shaders/spinblurGPU.xml b/stuff/projects/library/shaders/spinblurGPU.xml deleted file mode 100644 index 57df18a..0000000 --- a/stuff/projects/library/shaders/spinblurGPU.xml +++ /dev/null @@ -1,87 +0,0 @@ - - - SHADER_spinblurGPU - - - "programs/spinblurGPU.frag" - - - - - - "Source" - - - - - SHADER_spinblurGPU_ports - - - "programs/spinblurGPU_ports.vert" - - - - - - - SHADER_spinblurGPU_bbox - - - "programs/spinblurGPU_bbox.vert" - - - - - isotropic - - - - - vec2 center - - point_ui - - Center - - - - - - float radius - - length - - - 3 - - - 0 10000 - - - - - float blur - - angle - - - 1 - - - 0 180 - - - - - - radius_ui - - Radius - - - radius - - - center - - \ No newline at end of file diff --git a/stuff/projects/library/shaders/starsky.xml b/stuff/projects/library/shaders/starsky.xml deleted file mode 100644 index 4383222..0000000 --- a/stuff/projects/library/shaders/starsky.xml +++ /dev/null @@ -1,29 +0,0 @@ - - - SHADER_starsky - - - "programs/starsky.frag" - - - - - - rgba color - - 128 0 255 255 - - - - float time - - - float brightness - - 1 - - - 0 10 - - - \ No newline at end of file diff --git a/stuff/projects/library/shaders/sunflare.xml b/stuff/projects/library/shaders/sunflare.xml deleted file mode 100644 index f0811d5..0000000 --- a/stuff/projects/library/shaders/sunflare.xml +++ /dev/null @@ -1,61 +0,0 @@ - - - SHADER_sunflare - - - "programs/sunflare.frag" - - - - - - rgba color - - 255 170 75 255 - - - - - float angle - - angle_ui - - - - - int blades - - 6 - - - 0 100 - - - - - float intensity - - 1 - - - 0 10000 - - - - - float bias - - 0 - - - -100 100 - - - - - float sharpness - - 3.0 - - - \ No newline at end of file diff --git a/stuff/projects/library/shaders/wavy.xml b/stuff/projects/library/shaders/wavy.xml deleted file mode 100644 index 2a6b72c..0000000 --- a/stuff/projects/library/shaders/wavy.xml +++ /dev/null @@ -1,28 +0,0 @@ - - - SHADER_wavy - - - "programs/wavy.frag" - - - - - - rgba color1 - - 0 0 255 255 - - - - - rgba color2 - - 255 0 0 255 - - - - - float time - - \ No newline at end of file diff --git a/stuff/projects/library/textures/Denim2_s.bmp b/stuff/projects/library/textures/Denim2_s.bmp deleted file mode 100644 index b1813aa..0000000 Binary files a/stuff/projects/library/textures/Denim2_s.bmp and /dev/null differ diff --git a/stuff/projects/library/textures/Knit_s.bmp b/stuff/projects/library/textures/Knit_s.bmp 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brushes/thickening.pli deleted file mode 100644 index 3a010b5..0000000 Binary files a/stuff/projects/library/vector brushes/thickening.pli and /dev/null differ diff --git a/stuff/projects/library/vector brushes/trail_shape1.pli b/stuff/projects/library/vector brushes/trail_shape1.pli deleted file mode 100644 index cfdce2e..0000000 Binary files a/stuff/projects/library/vector brushes/trail_shape1.pli and /dev/null differ diff --git a/stuff/projects/library/vector brushes/trail_shape2.pli b/stuff/projects/library/vector brushes/trail_shape2.pli deleted file mode 100644 index 04b1f9b..0000000 Binary files a/stuff/projects/library/vector brushes/trail_shape2.pli and /dev/null differ diff --git a/toonz/install/SystemVar.ini b/toonz/install/SystemVar.ini index a768d09..7480cf4 100644 --- a/toonz/install/SystemVar.ini +++ b/toonz/install/SystemVar.ini @@ -1,8 +1,8 @@ [General] TOONZCACHEROOT="/Applications/OpenToonz/OpenToonz_1.0_stuff/cache" TOONZCONFIG="/Applications/OpenToonz/OpenToonz_1.0_stuff/config" -TOONZFXPRESETS="/Applications/OpenToonz/OpenToonz_1.0_stuff/projects/fxs" -TOONZLIBRARY="/Applications/OpenToonz/OpenToonz_1.0_stuff/projects/library" +TOONZFXPRESETS="/Applications/OpenToonz/OpenToonz_1.0_stuff/fxs" +TOONZLIBRARY="/Applications/OpenToonz/OpenToonz_1.0_stuff/library" TOONZPROFILES="/Applications/OpenToonz/OpenToonz_1.0_stuff/profiles" OpenToonzPROFILES="/Applications/OpenToonz/OpenToonz_1.0_stuff/profiles" TOONZPROJECTS="/Applications/OpenToonz/OpenToonz_1.0_stuff/projects" diff --git a/toonz/sources/toonzlib/toonzfolders.cpp b/toonz/sources/toonzlib/toonzfolders.cpp index a715f6a..560dc08 100644 --- a/toonz/sources/toonzlib/toonzfolders.cpp +++ b/toonz/sources/toonzlib/toonzfolders.cpp @@ -34,7 +34,7 @@ TFilePath ToonzFolder::getLibraryFolder() { TFilePath fp = getSystemVarPathValue(getSystemVarPrefix() + "LIBRARY"); if (fp == TFilePath()) - fp = getFirstProjectsFolder() + "library"; + fp = getStuffDir() + "library"; return fp; } @@ -42,7 +42,7 @@ TFilePath ToonzFolder::getStudioPaletteFolder() { TFilePath fp = getSystemVarPathValue(getSystemVarPrefix() + "STUDIOPALETTE"); if (fp == TFilePath()) - fp = getFirstProjectsFolder() + "studiopalette"; + fp = getStuffDir() + "studiopalette"; return fp; } @@ -50,7 +50,7 @@ TFilePath ToonzFolder::getFxPresetFolder() { TFilePath fp = getSystemVarPathValue(getSystemVarPrefix() + "FXPRESETS"); if (fp == TFilePath()) - fp = getFirstProjectsFolder() + "fxs"; + fp = getStuffDir() + "fxs"; return fp; }