Pixel-Composer/shaders/sh_pixel_cloud/sh_pixel_cloud.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float seed;
uniform float strength;
uniform float dist;
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uniform int useMap;
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uniform sampler2D strengthMap;
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uniform float alpha_curve[64];
uniform int curve_amount;
uniform float randomAmount;
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float eval_curve_segment_t(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float prog) { #region
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return _y0 * pow(1. - prog, 3.) +
ay0 * 3. * pow(1. - prog, 2.) * prog +
by1 * 3. * (1. - prog) * pow(prog, 2.) +
_y1 * pow(prog, 3.);
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} #endregion
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float eval_curve_segment_x(in float _y0, in float ax0, in float ay0, in float bx1, in float by1, in float _y1, in float _x) { #region
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float st = 0.;
float ed = 1.;
float _prec = 0.0001;
float _xt = _x;
int _binRep = 8;
if(_x <= 0.) return _y0;
if(_x >= 1.) return _y1;
if(_y0 == ay0 && _y0 == by1 && _y0 == _y1) return _y0;
for(int i = 0; i < _binRep; i++) {
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.);
if(abs(_ftx - _x) < _prec)
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
if(_xt < _x) st = _xt;
else ed = _xt;
_xt = (st + ed) / 2.;
}
int _newRep = 8;
for(int i = 0; i < _newRep; i++) {
float slope = (9. * ax0 - 9. * bx1 + 3.) * _xt * _xt
+ (-12. * ax0 + 6. * bx1) * _xt
+ 3. * ax0;
float _ftx = 3. * pow(1. - _xt, 2.) * _xt * ax0
+ 3. * (1. - _xt) * pow(_xt, 2.) * bx1
+ pow(_xt, 3.)
- _x;
_xt -= _ftx / slope;
if(abs(_ftx) < _prec)
break;
}
_xt = clamp(_xt, 0., 1.);
return eval_curve_segment_t(_y0, ax0, ay0, bx1, by1, _y1, _xt);
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} #endregion
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float curveEval(in float _x) { #region
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_x = clamp(_x, 0., 1.);
int segments = curve_amount / 6 - 1;
for( int i = 0; i < segments; i++ ) {
int ind = i * 6;
float _x0 = alpha_curve[ind + 2];
float _y0 = alpha_curve[ind + 3];
//float bx0 = _x0 + alpha_curve[ind + 0];
//float by0 = _y0 + alpha_curve[ind + 1];
float ax0 = _x0 + alpha_curve[ind + 4];
float ay0 = _y0 + alpha_curve[ind + 5];
float _x1 = alpha_curve[ind + 6 + 2];
float _y1 = alpha_curve[ind + 6 + 3];
float bx1 = _x1 + alpha_curve[ind + 6 + 0];
float by1 = _y1 + alpha_curve[ind + 6 + 1];
//float ax1 = _x1 + alpha_curve[ind + 6 + 4];
//float ay1 = _y1 + alpha_curve[ind + 6 + 5];
if(_x < _x0) continue;
if(_x > _x1) continue;
return eval_curve_segment_x(_y0, ax0, ay0, bx1, by1, _y1, (_x - _x0) / (_x1 - _x0));
}
return alpha_curve[0];
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} #endregion
#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);
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);
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];
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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);
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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);
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}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
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}
}
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return col;
} #endregion
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
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float frandom (in vec2 st, in float _seed) { #region
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float f = fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(15.15 + seed, 32.156 + _seed) * 12.588) * 43758.5453123);
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return mix(-1., 1., f);
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} #endregion
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vec2 vrandom (in vec2 st) { #region
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return vec2(frandom(st, 165.874), frandom(st, 98.601));
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} #endregion
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void main() { #region
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vec2 _pos = v_vTexcoord;
float str = strength;
vec2 _vec = vrandom(_pos) * str * dist;
if(useMap == 1) {
vec4 _map = texture2D( strengthMap, _pos);
_vec.x *= _map.r;
_vec.y *= _map.g;
str *= dot(_map.rg, _map.rg);
}
str += frandom(_pos, 12.01) * abs(.1) * str;
vec2 _new_pos = _pos - _vec;
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vec4 _col = vec4(0.);
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if(_new_pos.x >= 0. && _new_pos.x <= 1. && _new_pos.y >= 0. && _new_pos.y <= 1.) {
_col = texture2D( gm_BaseTexture, _new_pos );
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vec4 cc = gradientEval(str + frandom(_pos, 1.235) * randomAmount);
_col.rgb *= cc.rgb;
_col.a *= cc.a * curveEval(str + frandom(_pos, 2.984) * randomAmount);
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}
gl_FragColor = _col;
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} #endregion