diff --git a/stuff/fxs/presets/STD_particlesFx/Bubbles.fx b/stuff/fxs/presets/STD_particlesFx/Bubbles.fx
new file mode 100644
index 0000000..d0a1146
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Bubbles.fx
@@ -0,0 +1,755 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Falling leaves.fx b/stuff/fxs/presets/STD_particlesFx/Falling leaves.fx
new file mode 100644
index 0000000..cadf47c
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Falling leaves.fx
@@ -0,0 +1,839 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Falling snow.fx b/stuff/fxs/presets/STD_particlesFx/Falling snow.fx
new file mode 100644
index 0000000..eba11a9
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Falling snow.fx
@@ -0,0 +1,839 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Fireworks.fx b/stuff/fxs/presets/STD_particlesFx/Fireworks.fx
new file mode 100644
index 0000000..e5fb5de
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Fireworks.fx
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diff --git a/stuff/fxs/presets/STD_particlesFx/Grass.fx b/stuff/fxs/presets/STD_particlesFx/Grass.fx
new file mode 100644
index 0000000..0ec9df1
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Grass.fx
@@ -0,0 +1,755 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Rain.fx b/stuff/fxs/presets/STD_particlesFx/Rain.fx
new file mode 100644
index 0000000..7e80bea
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Rain.fx
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diff --git a/stuff/fxs/presets/STD_particlesFx/Smoke.fx b/stuff/fxs/presets/STD_particlesFx/Smoke.fx
new file mode 100644
index 0000000..75e9828
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Smoke.fx
@@ -0,0 +1,764 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Spot smoke.fx b/stuff/fxs/presets/STD_particlesFx/Spot smoke.fx
new file mode 100644
index 0000000..61048ea
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Spot smoke.fx
@@ -0,0 +1,623 @@
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diff --git a/stuff/fxs/presets/STD_particlesFx/Starfield.fx b/stuff/fxs/presets/STD_particlesFx/Starfield.fx
new file mode 100644
index 0000000..35bf436
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Starfield.fx
@@ -0,0 +1,1007 @@
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new file mode 100644
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new file mode 100644
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--- /dev/null
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new file mode 100644
index 0000000..8bbb6a3
--- /dev/null
+++ b/stuff/fxs/presets/STD_particlesFx/Water bubbles.fx
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diff --git a/stuff/library/custom styles/Arc.0001.png b/stuff/library/custom styles/Arc.0001.png
new file mode 100644
index 0000000..dac82fb
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diff --git a/stuff/library/custom styles/Arc.0002.png b/stuff/library/custom styles/Arc.0002.png
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diff --git a/stuff/library/particles/splash2.0001.rgb b/stuff/library/particles/splash2.0001.rgb
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diff --git a/stuff/library/particles/stain.0001.tif b/stuff/library/particles/stain.0001.tif
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diff --git a/stuff/library/particles/star.0001.tif b/stuff/library/particles/star.0001.tif
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diff --git a/stuff/library/particles/toothpaste.0001.tif b/stuff/library/particles/toothpaste.0001.tif
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diff --git a/stuff/library/shaders/caustics.xml b/stuff/library/shaders/caustics.xml
new file mode 100644
index 0000000..4457f72
--- /dev/null
+++ b/stuff/library/shaders/caustics.xml
@@ -0,0 +1,21 @@
+
+
+ SHADER_caustics
+
+
+ "programs/caustics.frag"
+
+
+
+
+
+ rgba color
+
+ 0 120 255 255
+
+
+
+
+ float time
+
+
\ No newline at end of file
diff --git a/stuff/library/shaders/fireball.xml 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
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Falling snow.fx b/stuff/projects/fxs/presets/STD_particlesFx/Falling snow.fx
deleted file mode 100644
index eba11a9..0000000
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Fireworks.fx b/stuff/projects/fxs/presets/STD_particlesFx/Fireworks.fx
deleted file mode 100644
index e5fb5de..0000000
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Grass.fx b/stuff/projects/fxs/presets/STD_particlesFx/Grass.fx
deleted file mode 100644
index 0ec9df1..0000000
--- a/stuff/projects/fxs/presets/STD_particlesFx/Grass.fx
+++ /dev/null
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Rain.fx b/stuff/projects/fxs/presets/STD_particlesFx/Rain.fx
deleted file mode 100644
index 7e80bea..0000000
--- a/stuff/projects/fxs/presets/STD_particlesFx/Rain.fx
+++ /dev/null
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Smoke.fx b/stuff/projects/fxs/presets/STD_particlesFx/Smoke.fx
deleted file mode 100644
index 75e9828..0000000
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Spot smoke.fx b/stuff/projects/fxs/presets/STD_particlesFx/Spot smoke.fx
deleted file mode 100644
index 61048ea..0000000
--- a/stuff/projects/fxs/presets/STD_particlesFx/Spot smoke.fx
+++ /dev/null
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Starfield.fx b/stuff/projects/fxs/presets/STD_particlesFx/Starfield.fx
deleted file mode 100644
index 35bf436..0000000
--- a/stuff/projects/fxs/presets/STD_particlesFx/Starfield.fx
+++ /dev/null
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deleted file mode 100644
index 3884032..0000000
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Trail smoke.fx b/stuff/projects/fxs/presets/STD_particlesFx/Trail smoke.fx
deleted file mode 100644
index 0834df1..0000000
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diff --git a/stuff/projects/fxs/presets/STD_particlesFx/Water bubbles.fx b/stuff/projects/fxs/presets/STD_particlesFx/Water bubbles.fx
deleted file mode 100644
index 8bbb6a3..0000000
--- a/stuff/projects/fxs/presets/STD_particlesFx/Water bubbles.fx
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diff --git a/stuff/projects/library/particles/splash1.0001.rgb b/stuff/projects/library/particles/splash1.0001.rgb
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diff --git a/stuff/projects/library/particles/star.0001.tif b/stuff/projects/library/particles/star.0001.tif
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diff --git a/stuff/projects/library/particles/toothpaste.0001.tif b/stuff/projects/library/particles/toothpaste.0001.tif
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diff --git a/stuff/projects/library/shaders/caustics.xml b/stuff/projects/library/shaders/caustics.xml
deleted file mode 100644
index 4457f72..0000000
--- a/stuff/projects/library/shaders/caustics.xml
+++ /dev/null
@@ -1,21 +0,0 @@
-
-
- SHADER_caustics
-
-
- "programs/caustics.frag"
-
-
-
-
-
- rgba color
-
- 0 120 255 255
-
-
-
-
- float time
-
-
\ No newline at end of file
diff --git a/stuff/projects/library/shaders/fireball.xml b/stuff/projects/library/shaders/fireball.xml
deleted file mode 100644
index 3cc314a..0000000
--- 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
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diff --git a/stuff/projects/library/vector brushes/trail_shape1.pli b/stuff/projects/library/vector brushes/trail_shape1.pli
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diff --git a/stuff/projects/library/vector brushes/trail_shape2.pli b/stuff/projects/library/vector brushes/trail_shape2.pli
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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;
}