mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
87 lines
1.8 KiB
Plaintext
87 lines
1.8 KiB
Plaintext
|
//
|
||
|
// Simple passthrough fragment shader
|
||
|
//
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 dimension;
|
||
|
uniform vec2 scale;
|
||
|
uniform int axis;
|
||
|
uniform float shift;
|
||
|
|
||
|
uniform float dissolve;
|
||
|
uniform vec2 dissolveSca;
|
||
|
uniform int dissolveItr;
|
||
|
|
||
|
///////////////////// PERLIN START /////////////////////
|
||
|
|
||
|
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
|
||
|
|
||
|
float noise (in vec2 st) {
|
||
|
vec2 i = floor(st);
|
||
|
vec2 f = fract(st);
|
||
|
|
||
|
// Four corners in 2D of a tile
|
||
|
float a = random(i);
|
||
|
float b = random(i + vec2(1.0, 0.0));
|
||
|
float c = random(i + vec2(0.0, 1.0));
|
||
|
float d = random(i + vec2(1.0, 1.0));
|
||
|
|
||
|
// Cubic Hermine Curve. Same as SmoothStep()
|
||
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
||
|
|
||
|
// Mix 4 coorners percentages
|
||
|
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
|
||
|
}
|
||
|
|
||
|
float perlin ( vec2 pos, int iteration ) {
|
||
|
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
|
||
|
float n = 0.;
|
||
|
|
||
|
for(int i = 0; i < iteration; i++) {
|
||
|
n += noise(pos) * amp;
|
||
|
|
||
|
amp *= .5;
|
||
|
pos *= 2.;
|
||
|
}
|
||
|
|
||
|
return n;
|
||
|
}
|
||
|
|
||
|
///////////////////// PERLIN END /////////////////////
|
||
|
|
||
|
void main() {
|
||
|
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
|
||
|
if(gl_FragColor.a == 0.) return;
|
||
|
|
||
|
vec2 px = v_vTexcoord * dimension;
|
||
|
float _x = px.x;
|
||
|
float _y = px.y;
|
||
|
|
||
|
if(axis == 1) {
|
||
|
float _z = _x;
|
||
|
_x = _y;
|
||
|
_y = _z;
|
||
|
}
|
||
|
|
||
|
vec2 sca = scale + 1.;
|
||
|
|
||
|
float rowInd = floor(_y / sca.y);
|
||
|
float rowPos = _y - rowInd * sca.y;
|
||
|
|
||
|
if(rowPos > scale.y) return;
|
||
|
|
||
|
if(mod(rowInd, 2.) >= 1.)
|
||
|
_x += shift;
|
||
|
|
||
|
float colInd = floor(_x / sca.x);
|
||
|
float colPos = _x - colInd * sca.x;
|
||
|
|
||
|
if(colPos > scale.x) return;
|
||
|
|
||
|
if(dissolve > 0. && perlin( vec2( colInd, rowInd ) / dissolveSca, dissolveItr ) <= dissolve )
|
||
|
return;
|
||
|
|
||
|
gl_FragColor = v_vColour;
|
||
|
}
|