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

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//
// 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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform vec2 scale;
uniform float seed;
uniform float shift;
uniform int shiftAxis;
uniform int useSampler;
uniform int colored;
uniform vec2 colorRanR;
uniform vec2 colorRanG;
uniform vec2 colorRanB;
vec3 hsv2rgb(vec3 c) {
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);
}
float randomSeed (in vec2 st, float _seed) { return fract(sin(dot(st.xy + vec2(5.0654, 9.684), vec2(12.9898, 78.233))) * (43758.5453123 + _seed)); }
float random (in vec2 st) { return mix(randomSeed(st, floor(seed)), randomSeed(st, floor(seed) + 1.), fract(seed)); }
void main() {
vec2 st = v_vTexcoord - position / dimension;
vec2 pos = vec2(st * scale);
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;
}
if(useSampler == 0) {
vec2 n = floor(pos);
if(colored == 0) {
gl_FragColor = vec4(vec3(random(n)), 1.0);
} else if(colored == 1) {
float randR = colorRanR[0] + random(n) * (colorRanR[1] - colorRanR[0]);
float randG = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randB = colorRanB[0] + random(n + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(randR, randG, randB, 1.0);
} else if(colored == 2) {
float randH = colorRanR[0] + random(n) * (colorRanR[1] - colorRanR[0]);
float randS = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randV = colorRanB[0] + random(n + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
} else {
vec2 samPos = floor(pos) / scale + 0.5 / scale;
gl_FragColor = texture2D( gm_BaseTexture, samPos );
}
}