Pixel-Composer/build/Windows/0/cache/sh_fd_turbulence.shader

57 lines
1.6 KiB
Text
Raw Normal View History

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define PI 3.14159265359
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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(sX * strength, sY * strength, 0., 1.);
}