Pixel-Composer/build/Windows/0/cache/sh_mk_subpixel_diagonal.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_==_######################@~
#define TAU 6.28318530718
#define s3 1.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texture;
uniform vec2 dimension;
uniform float seed;
uniform float scale;
uniform float size;
uniform float blur;
uniform float noise;
uniform float intensity;
float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); }
float md(float val, float div) { return val - floor(val / div) * div; }
vec2 md(vec2 val, vec2 div) { return vec2(md(val.x, div.x), md(val.y, div.y)); }
float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); }
vec2 round(vec2 val) { return vec2(round(val.x), round(val.y)); }
float HexDist(vec2 p) {
p = abs(p);
float c = dot(p, normalize(vec2(1, 1.73)));
c = max(c, p.x);
return c;
}
vec2 HexCoords(vec2 uv) {
vec2 r = vec2(1, s3);
vec2 h = r * .5;
vec2 a = md(uv, r) - h;
vec2 b = md(uv - h, r) - h;
vec2 gv = dot(a, a) <= dot(b, b) ? a : b;
return uv - gv;
}
float index(vec2 id) {
vec2 r = vec2(1, s3);
vec2 dd = floor(ceil(id / r));
return dd.x;
}
float fnoise(vec2 pos, float siz, float dist) {
float lig = smoothstep(siz, siz + blur, dist);
float rin = smoothstep(blur, 1. + blur, dist);
float rnd = random(pos, seed);
rnd = .5 + (rnd - .5) * 4.;
lig = mix(lig, lig * rnd, noise * (1. - rin));
return lig;
}
////////////////////////////////////////////////////////////////////////////////////////////////
uniform int flickerUse;
uniform float flickerIntens;
uniform float flickerCut;
uniform float flickerTime;
float flick(vec2 id) {
if(flickerUse == 0) return 1.;
float dl = flickerTime + random(id, seed) * TAU;
float ww = .8 * abs(sin(dl)) +
.2 * sin((dl + random(id, seed + 12.41)) * 2.) +
.1 * sin((dl + random(id, seed + 65.35)) * 3.);
ww = smoothstep(flickerCut, 1., ww);
return 1. - ww * flickerIntens;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void main() {
vec2 scs = scale * vec2(2.);
vec2 pos = v_vTexcoord - .5;
pos *= scs;
vec2 hex = HexCoords(pos);
vec2 id = hex;
vec2 ppx = abs(pos - id);
float dist = 1. - (ppx.x + ppx.y);
float siz = 1. - size / 2.;
float lig = fnoise(pos, siz, dist);
float ind = index(id);
id = abs(dimension + id);
if(md(id.y, s3) > s3 / 2.) ind += 2.;
float ints = intensity * flick(id);
int indx = int(mod(ind, 3.));
vec3 clr = vec3(0.);
if(indx == 0) clr.r = ints;
else if(indx == 1) clr.g = ints;
else if(indx == 2) clr.b = ints;
clr *= lig;
vec2 uv = (hex / scs + .5) / vec2(dimension.x / dimension.y, 1.);
vec3 baseC = texture2D( gm_BaseTexture, uv ).rgb;
baseC.rgb *= clr;
gl_FragColor = vec4(baseC, 1.);
// gl_FragColor = vec4((id - dimension) / 8., 0., 1.);
// gl_FragColor = vec4(abs(v_vTexcoord - uv) * 16., 0., 1.);
}