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Added VFEZ
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31
VFEZ/Shaders/Effects/vfez_uv_wind.gdshaderinc
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31
VFEZ/Shaders/Effects/vfez_uv_wind.gdshaderinc
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group_uniforms uv_wind;
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uniform float uv_wind_speed: hint_range(0., 50.) = 2.;
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uniform float uv_wind_amount: hint_range(0, 50) = 20;
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uniform float uv_wind_vertical_ratio: hint_range(0.0, 1.0) = 1.;
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uniform vec2 uv_radial_bend_center = vec2(0.5, 0.9);
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uniform bool uv_wind_animate_manual;
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uniform float uv_wind_manual_anim: hint_range(-1, 1) = 1;
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uniform float uv_wind_radial_bend: hint_range(0.0, 5.0) = 0.1;
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group_uniforms;
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vec2 uv_wind(vec2 uv)
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{
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float wind_offset;
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if (uv_wind_animate_manual)
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{
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wind_offset = uv_wind_manual_anim;
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}
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else
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{
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wind_offset = sin(TIME * uv_wind_speed * 10.);
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}
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uv.x = mix(uv.x, uv.x + uv_wind_amount * 0.01 * wind_offset,
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abs(uv_wind_vertical_ratio - uv.y));
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vec2 delta = uv - uv_radial_bend_center;
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float delta2 = dot(delta, delta);
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float delta_offset = delta2 * wind_offset;
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uv = uv + vec2(delta.y, - delta.x) * delta_offset * uv_wind_radial_bend;
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return uv;
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}
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