Pixel-Composer/build/Windows/0/cache/sh_sample_points.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_==_######################@~
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int attempt;
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) );
float gr = (col.r + col.g + col.b) / 3.;
float br = gr * col.a * _w;
if(br > v) {
v = br;
gl_FragColor = vec4(_x, _y, gr, 1.);
}
}
}