mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
72 lines
1.9 KiB
Text
72 lines
1.9 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#define TAU 6.28318530718
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float density;
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uniform float seed;
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uniform vec2 scale;
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uniform vec2 alpha;
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uniform int mode;
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uniform int render;
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uniform float thickness;
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float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(1., 6.), vec2(2., 7.))) * (1. + seed / 100.)); }
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void main() {
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 tx = 1. / dimension;
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vec2 ps = ntx;
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float w = 0.;
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vec2 dim = dimension;
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vec2 pos = ps;
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float _t = min(tx.x, tx.y) / 2.;
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float rp = dim.x;
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int amo = int(density * rp);
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for (int i = 0; i < amo; i++) {
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float _x = random(vec2(float(i), 1.));
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float _y = random(vec2(1., float(i)));
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float _s = mix(scale.x, scale.y, random(vec2(2., float(i))));
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float _a = mix(alpha.x, alpha.y, random(vec2(float(i), 2.)));
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float dst = 1. - distance(pos, vec2(_x, _y));
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float st;
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if(mode == 0) st = smoothstep(1. - max(_t, thickness), 1., 1. - abs(dst - (1. - _s))) * _a;
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else if(mode == 1) st = smoothstep(1. - _s - thickness, 1. - _s + thickness, max(0., dst)) * _a;
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if(render == 0) w = max(w, st);
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else if(render == 1) w += st;
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}
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gl_FragColor = vec4(vec3(w), 1.);
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}
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