Pixel-Composer/shaders/sh_grid/sh_grid.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
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uniform vec2 dimension;
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uniform float seed;
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uniform int shiftAxis;
uniform int mode;
uniform int aa;
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uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
uniform vec2 width;
uniform int widthUseSurf;
uniform sampler2D widthSurf;
uniform vec2 shift;
uniform int shiftUseSurf;
uniform sampler2D shiftSurf;
uniform float secScale;
uniform float secShift;
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uniform float gapAcc;
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uniform vec4 gapCol;
uniform int gradient_use;
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uniform vec2 level;
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uniform int diagonal;
uniform int uniformSize;
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uniform int textureTruchet;
uniform float truchetSeed;
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uniform float truchetThresX;
uniform float truchetThresY;
uniform vec2 truchetAngle;
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uniform float randShift;
uniform float randShiftSeed;
uniform float randScale;
uniform float randScaleSeed;
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float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
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#region //////////////////////////////////// GRADIENT ////////////////////////////////////
#define GRADIENT_LIMIT 128
uniform int gradient_blend;
uniform vec4 gradient_color[GRADIENT_LIMIT];
uniform float gradient_time[GRADIENT_LIMIT];
uniform int gradient_keys;
uniform int gradient_use_map;
uniform vec4 gradient_map_range;
uniform sampler2D gradient_map;
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vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = linearToGamma(c1);
vec3 k2 = linearToGamma(c2);
return gammaToLinear(mix(k1, k2, t));
} #endregion
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vec3 rgb2oklab(vec3 c) { #region
const mat3 kCONEtoLMS = mat3(
0.4121656120, 0.2118591070, 0.0883097947,
0.5362752080, 0.6807189584, 0.2818474174,
0.0514575653, 0.1074065790, 0.6302613616);
c = pow(c, vec3(2.2));
c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
return c;
} #endregion
vec3 oklab2rgb(vec3 c) { #region
const mat3 kLMStoCONE = mat3(
4.0767245293, -1.2681437731, -0.0041119885,
-3.3072168827, 2.6093323231, -0.7034763098,
0.2307590544, -0.3411344290, 1.7068625689);
c = kLMStoCONE * (c * c * c);
c = pow(c, vec3(1. / 2.2));
return c;
} #endregion
vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = rgb2oklab(c1);
vec3 k2 = rgb2oklab(c2);
return oklab2rgb(mix(k1, k2, t));
} #endregion
vec3 rgb2hsv(vec3 c) { #region
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
} #endregion
vec3 hsv2rgb(vec3 c) { #region
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} #endregion
float hueDist(float a0, float a1, float t) { #region
float da = fract(a1 - a0);
float ds = fract(2. * da) - da;
return a0 + ds * t;
} #endregion
vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
vec3 h1 = rgb2hsv(c1);
vec3 h2 = rgb2hsv(c2);
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vec3 h = vec3(0.);
h.x = h.x + hueDist(h1.x, h2.x, t);
h.y = mix(h1.y, h2.y, t);
h.z = mix(h1.z, h2.z, t);
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return hsv2rgb(h);
} #endregion
vec4 gradientEval(in float prog) { #region
if(gradient_use_map == 1) {
vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
return texture2D( gradient_map, samplePos );
}
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vec4 col = vec4(0.);
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for(int i = 0; i < GRADIENT_LIMIT; i++) {
if(gradient_time[i] == prog) {
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col = gradient_color[i];
break;
} else if(gradient_time[i] > prog) {
if(i == 0)
col = gradient_color[i];
else {
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float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
vec3 c0 = gradient_color[i - 1].rgb;
vec3 c1 = gradient_color[i].rgb;
float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
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if(gradient_blend == 0)
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col = vec4(mix(c0, c1, t), a);
else if(gradient_blend == 1)
col = gradient_color[i - 1];
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else if(gradient_blend == 2)
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col = vec4(hsvMix(c0, c1, t), a);
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else if(gradient_blend == 3)
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col = vec4(oklabMax(c0, c1, t), a);
else if(gradient_blend == 4)
col = vec4(rgbMix(c0, c1, t), a);
}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
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}
}
return col;
} #endregion
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#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
void main() {
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#region params
vec2 sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
float ang = angle.x;
if(angleUseSurf == 1) {
vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
ang = radians(ang);
float wid = width.x;
if(widthUseSurf == 1) {
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float shf = shift.x;
if(shiftUseSurf == 1) {
vec4 _vMap = texture2D( shiftSurf, v_vTexcoord );
shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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if(mode == 1) {
vec2 px = floor((ntx - position) * dimension);
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sca = floor(sca);
vec2 scaG = sca - (gapAcc + 1.);
if(diagonal == 0) {
vec2 fl = floor(px / sca) * sca;
vec2 fr = px - fl;
if(fr.x > scaG.x || fr.y > scaG.y)
gl_FragColor = gapCol;
else
gl_FragColor = gradientEval(random(fl));
} else if(diagonal == 1) {
float _x = px.x + px.y;
float _y = -px.x + px.y;
float mx = mod(_x, sca.x);
float my = mod(_y, sca.y);
if(mx > scaG.x || my > scaG.y)
gl_FragColor = gapCol;
else
gl_FragColor = gradientEval(random(vec2(_x, _y) - vec2(mx, my)));
}
return;
}
sca = dimension / sca;
vec2 pos = ntx - position, _pos;
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float ratio = dimension.x / dimension.y;
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_pos.x = pos.x * ratio * cos(ang) - pos.y * sin(ang);
_pos.y = pos.x * ratio * sin(ang) + pos.y * cos(ang);
shf /= sca[shiftAxis];
int antiAxis = shiftAxis == 0? 1 : 0;
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float cell = floor(_pos[antiAxis] * sca[antiAxis]);
float _sec = mod(cell, 2.);
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float _shft = (_sec * secShift) + (cell * shf);
float _rdsh = randShift * (random(randShiftSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.);
_shft += _rdsh;
float _scas = (_sec * secScale) + (1.);
float _rdsc = randScale * (random(randScaleSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.);
_scas += _rdsc;
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if(shiftAxis == 0) { _pos.x += _shft; sca.x *= _scas; }
else if(shiftAxis == 1) { _pos.y += _shft; sca.y *= _scas; }
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vec2 sqSt = floor(_pos * sca) / sca;
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vec2 _dist = _pos - sqSt;
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vec2 nPos = abs(_dist * sca - vec2(0.5)) * 2.; //distance in x, y axis
float rat = uniformSize == 1? sca.y / sca.x : 1.;
float dist = 1. - max((nPos.x - 1.) * rat + 1., nPos.y);
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vec4 colr;
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if(mode == 2) {
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dist = (dist - level.x) / (level.y - level.x);
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gl_FragColor = vec4(vec3(dist), 1.);
return;
}
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if(mode == 0) {
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colr = gradientEval(random(sqSt));
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} else if(mode == 3) {
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vec2 uv = fract(_pos * sca);
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if(textureTruchet == 1) {
float rx = random(floor(_pos * sca) + truchetSeed / 100.);
float ry = random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.4864, 0.6879));
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if(rx >= truchetThresX) uv.x = 1. - uv.x;
if(ry >= truchetThresY) uv.y = 1. - uv.y;
float ang = radians(truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.9843, 0.1636)));
uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5);
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}
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colr = texture2D( gm_BaseTexture, uv );
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} else if(mode == 4) {
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vec2 uv = fract(sqSt);
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colr = texture2D( gm_BaseTexture, uv );
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}
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float _aa = 4. / max(dimension.x, dimension.y);
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gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(wid - _aa, wid, dist) : step(wid, dist));
}