Add graphical CCS Cases 2 prototype
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shader_type canvas_item;
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uniform float patient_scale : hint_range(0.4, 1.0) = 0.82;
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uniform vec2 anchor = vec2(0.5, 0.985);
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uniform vec2 patient_offset = vec2(0.0, 0.0);
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uniform float breathing_speed : hint_range(0.5, 3.0) = 1.0;
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uniform float breathing_amount : hint_range(0.0, 0.03) = 0.012;
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uniform float blink_amount : hint_range(0.0, 1.0) = 0.0;
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void fragment() {
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// Size the patient around his original centerline, then lower the complete
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// seated pose until the knee crease meets the front edge of the cushion.
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vec2 source_uv = (UV - anchor - patient_offset) / patient_scale + anchor;
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// Deform only the upper body so his hips, knees, and contact with the bench
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// remain perfectly still. Two slow, slightly different cycles prevent the
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// idle from reading as a mechanical scale pulse.
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float torso_mask = smoothstep(0.13, 0.25, source_uv.y)
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* (1.0 - smoothstep(0.48, 0.58, source_uv.y));
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float breath = 0.5 + 0.5 * sin(TIME * breathing_speed * 1.75);
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float chest_scale = 1.0 + breathing_amount * breath * torso_mask;
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source_uv.x = 0.5 + (source_uv.x - 0.5) / chest_scale;
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source_uv.y = 0.37 + (source_uv.y - 0.37) / (1.0 + breathing_amount * 0.45 * breath * torso_mask);
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float upper_body_mask = 1.0 - smoothstep(0.50, 0.62, source_uv.y);
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source_uv.x -= sin(TIME * breathing_speed * 0.63) * 0.0015 * upper_body_mask;
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if (source_uv.x < 0.0 || source_uv.x > 1.0 || source_uv.y < 0.0 || source_uv.y > 1.0) {
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COLOR = vec4(0.0);
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} else {
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vec4 patient_color = texture(TEXTURE, source_uv);
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// Cover each eye with color sampled from the lower eyelid, then retain a
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// narrow crease at full closure. Coordinates are in the canonical patient
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// texture, so scaling and positioning do not disturb the blink placement.
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vec2 eye_size = vec2(0.0105, 0.0065);
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vec2 left_eye_delta = (source_uv - vec2(0.4835, 0.1125)) / eye_size;
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vec2 right_eye_delta = (source_uv - vec2(0.5165, 0.1125)) / eye_size;
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float left_eye = 1.0 - smoothstep(0.72, 1.0, length(left_eye_delta));
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float right_eye = 1.0 - smoothstep(0.72, 1.0, length(right_eye_delta));
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float eye_mask = max(left_eye, right_eye) * blink_amount;
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vec3 lid_color = texture(TEXTURE, source_uv + vec2(0.0, 0.009)).rgb;
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patient_color.rgb = mix(patient_color.rgb, lid_color, eye_mask);
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float horizontal_extent = max(
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1.0 - smoothstep(0.65, 1.0, abs(left_eye_delta.x)),
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1.0 - smoothstep(0.65, 1.0, abs(right_eye_delta.x))
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);
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float crease = (1.0 - smoothstep(0.0, 0.24, min(
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abs(left_eye_delta.y), abs(right_eye_delta.y)
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))) * horizontal_extent * blink_amount;
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patient_color.rgb = mix(patient_color.rgb, lid_color * 0.58, crease * 0.72);
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COLOR = patient_color;
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}
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}
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