Pixel-Composer/shaders/sh_grid_noise/sh_grid_noise.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 position;
uniform vec2 scale;
uniform float seed;
uniform float shift;
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uniform int shiftAxis;
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uniform int useSampler;
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float randomSeed (in vec2 st, float _seed) {
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return fract(sin(dot(st.xy + vec2(5.0654, 9.684), vec2(12.9898, 78.233))) * (43758.5453123 + _seed));
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}
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float random (in vec2 st) {
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return mix(randomSeed(st, floor(seed)), randomSeed(st, floor(seed) + 1.), fract(seed));
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}
void main() {
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vec2 st = v_vTexcoord - position / dimension;
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vec2 pos = vec2(st * scale);
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if(shiftAxis == 0) {
//pos.x += random(vec2(0., floor(pos.y)));
if(mod(pos.y, 2.) > 1.)
pos.x += shift;
} else if(shiftAxis == 1) {
//pos.y += random(vec2(0., floor(pos.x)));
if(mod(pos.x, 2.) > 1.)
pos.y += shift;
}
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if(useSampler == 0) {
vec2 i = floor(pos);
float n = random(i);
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gl_FragColor = vec4(vec3(n), 1.0);
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} else {
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vec2 samPos = floor(pos) / scale + 0.5 / scale;
gl_FragColor = texture2D( gm_BaseTexture, samPos );
}
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}