Pixel-Composer/build/Windows/0/cache/sh_cell_noise_edge.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_==_######################@~
// Cellular noise
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float seed;
uniform float contrast;
uniform float middle;
uniform float radiusScale;
uniform float radiusShatter;
uniform int pattern;
uniform float rotation;
uniform int tiled;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
#define TAU 6.283185307179586
#define PI 3.14159265359
vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
void main() {
float sca = scale.x;
float scaMax = max(scale.x, scale.y);
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float ang = rotation;
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
vec2 pos = position / dimension;
vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca;
float md = 8.;
vec2 mg, mr;
if(pattern < 2) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
for (int y = -1; y <= 1; y++)
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x), float(y));
vec2 point = random2(pattern == 0? mod(i_st + neighbor, scaMax) : i_st + neighbor);
point = 0.5 + 0.5 * sin(seed + TAU * point);
vec2 _diff = neighbor + point - f_st;
float dist = length(_diff);
if(dist < md) {
md = dist;
mr = _diff;
mg = neighbor;
}
}
md = 8.;
for(int y = -2; y <= 2; y++)
for(int x = -2; x <= 2; x++) {
vec2 g = mg + vec2(float(x), float(y));
vec2 point = random2(mod(i_st + g, scaMax));
point = 0.5 + 0.5 * sin(seed + TAU * point);
vec2 r = g + point - f_st;
if(dot(mr - r, mr - r) > .000001)
md = min( md, dot( 0.5 * (mr + r), normalize(r - mr)) );
}
} else if(pattern == 2) {
for (int j = 0; j <= int(sca / 2.); j++) {
int _amo = int(sca) + int(float(j) * radiusShatter);
for (int i = 0; i <= _amo; i++) {
float ang = TAU / float(_amo) * float(i) + float(j) + seed;
float rad = pow(float(j) / sca, radiusScale) * sca * .5 + random(vec2(ang)) * 0.1;
vec2 neighbor = vec2(cos(ang) * rad, sin(ang) * rad);
vec2 point = neighbor + pos;
vec2 _diff = point - ntx;
float dist = length(_diff);
if(dist < md) {
md = dist;
mr = _diff;
mg = neighbor;
}
}
}
md = 1.;
for (int j = 0; j <= int(sca / 2.); j++) {
int _amo = int(sca) + int(float(j) * radiusShatter);
for (int i = 0; i <= _amo; i++) {
float ang = TAU / float(_amo) * float(i) + float(j) + random(vec2(0.684, 1.387)) + seed;
float rad = pow(float(j) / sca, radiusScale) * sca * .5 + random(vec2(ang)) * 0.1;
vec2 neighbor = vec2(cos(ang) * rad, sin(ang) * rad);
vec2 point = neighbor + pos;
vec2 r = point - ntx;
if(dot(mr - r, mr - r) > .0001)
md = min( md, dot( 0.5 * (mr + r), normalize(r - mr)) );
}
}
}
float c = middle + (md - middle) * contrast;
gl_FragColor = vec4(vec3(c), 1.0);
}