2022-01-13 05:24:03 +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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2022-09-21 06:09:40 +02:00
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uniform vec2 dimension;
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2022-01-17 08:52:51 +01:00
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uniform vec2 position;
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2022-01-13 05:24:03 +01:00
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2023-12-23 12:59:21 +01:00
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uniform vec2 amount;
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uniform int amountUseSurf;
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uniform sampler2D amountSurf;
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uniform vec2 angle;
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uniform int angleUseSurf;
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uniform sampler2D angleSurf;
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uniform vec4 col1;
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uniform vec4 col2;
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2022-09-21 06:09:40 +02:00
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2022-01-13 05:24:03 +01:00
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void main() {
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2023-12-23 12:59:21 +01:00
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#region params
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float amo = amount.x;
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if(amountUseSurf == 1) {
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vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
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amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = angle.x;
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if(angleUseSurf == 1) {
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vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
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ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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ang = radians(ang);
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#endregion
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2022-09-21 06:09:40 +02:00
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vec2 dimension_norm = dimension / dimension.y;
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2023-12-23 12:59:21 +01:00
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vec2 c = (v_vTexcoord - position) * dimension_norm;
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float _x = c.x * cos(ang) - c.y * sin(ang);
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float _y = c.x * sin(ang) + c.y * cos(ang);
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float _a = 1. / amo;
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2022-01-13 05:24:03 +01:00
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if(mod(floor(_x / _a) + floor(_y / _a), 2.) > 0.5)
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2022-09-21 06:09:40 +02:00
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gl_FragColor = vec4(col1.rgb, 1.);
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2022-01-13 05:24:03 +01:00
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else
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2022-09-21 06:09:40 +02:00
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gl_FragColor = vec4(col2.rgb, 1.);
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2022-01-13 05:24:03 +01:00
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}
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