mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 13:03:49 +01:00
40 lines
1.0 KiB
Plaintext
40 lines
1.0 KiB
Plaintext
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
#define PI 3.14159265359
|
||
|
|
||
|
uniform float scale;
|
||
|
uniform float strength;
|
||
|
uniform float seed;
|
||
|
|
||
|
float random (in vec2 st, float _seed) {
|
||
|
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + (seed + _seed)));
|
||
|
}
|
||
|
|
||
|
float noise (in vec2 st, float _seed) {
|
||
|
vec2 i = floor(st);
|
||
|
vec2 f = fract(st);
|
||
|
|
||
|
// Four corners in 2D of a tile
|
||
|
float a = random(i, _seed);
|
||
|
float b = random(i + vec2(1.0, 0.0), _seed);
|
||
|
float c = random(i + vec2(0.0, 1.0), _seed);
|
||
|
float d = random(i + vec2(1.0, 1.0), _seed);
|
||
|
|
||
|
// Cubic Hermine Curve. Same as SmoothStep()
|
||
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
||
|
|
||
|
// Mix 4 coorners percentages
|
||
|
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
float sX = noise(v_vTexcoord * scale, 1.986458) * 2. - 1.;
|
||
|
float sY = noise(v_vTexcoord * scale, 5.648630) * 2. - 1.;
|
||
|
|
||
|
gl_FragColor = vec4(128. / 255. + sX * 0.125 * strength, 128. / 255. + sY * 0.125 * strength, 0., 1.);
|
||
|
}
|