Pixel-Composer/shaders/sh_sample_points/sh_sample_points.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform int attempt;
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uniform float seed;
uniform vec2 dimension;
float random (in vec2 st, float _seed) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed, 32.156) * 12.588) * 43758.5453123);
}
void main() {
gl_FragColor = vec4(0.);
float v = 0.;
for(int i = 0; i < attempt; i++) {
float _x = random(vec2(i, 0.) + v_vTexcoord.x, 132.54664 + seed);
float _y = random(vec2(0., i) + v_vTexcoord.x, 78.29131 + seed);
float _w = random(vec2( i, i) + v_vTexcoord.x, 8.10684 + seed);
vec4 col = texture2D( gm_BaseTexture, vec2(_x, _y) );
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float gr = (col.r + col.g + col.b) / 3.;
float br = gr * col.a * _w;
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if(br > v) {
v = br;
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gl_FragColor = vec4(_x, _y, gr, 1.);
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}
}
}