2022-12-12 09:08:03 +01:00
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//
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// Simple passthrough fragment shader
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//
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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 seed;
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2023-04-07 21:25:27 +02:00
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uniform int colored;
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uniform vec2 colorRanR;
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uniform vec2 colorRanG;
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uniform vec2 colorRanB;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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2023-01-09 03:14:20 +01:00
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float random (in vec2 st, float seed) {
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return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123);
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2022-12-12 09:08:03 +01:00
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}
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2023-04-07 21:25:27 +02:00
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float frandom (in vec2 st) {
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float n0 = random(st, floor(seed) / 5000.);
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float n1 = random(st, (floor(seed) + 1.) / 5000.);
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return mix(n0, n1, fract(seed));
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}
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2022-12-12 09:08:03 +01:00
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void main() {
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2023-04-07 21:25:27 +02:00
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if(colored == 0)
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gl_FragColor = vec4(vec3(frandom(v_vTexcoord)), 1.0);
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else if(colored == 1) {
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float randR = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]);
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float randG = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randB = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(randR, randG, randB, 1.0);
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} else if(colored == 2) {
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float randH = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]);
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float randS = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randV = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
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}
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2022-12-12 09:08:03 +01:00
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}
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