2024-02-01 08:38:21 +01:00
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#define TAU 6.28318530718
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2024-02-01 05:26:02 +01:00
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2024-09-25 04:04:06 +02:00
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uniform vec2 dimension;
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2024-02-01 05:26:02 +01:00
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uniform vec2 position;
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uniform float density;
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uniform float seed;
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uniform float slope;
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2024-02-01 08:38:21 +01:00
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uniform int axis;
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uniform int mode;
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2024-02-03 13:11:50 +01:00
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uniform vec2 alpha;
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2024-02-01 08:38:21 +01:00
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uniform vec2 curve;
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uniform float curveDetail;
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uniform float curveShift;
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uniform float thickness;
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2024-02-03 13:11:50 +01:00
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float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(1., 6.), vec2(2., 7.))) * (1. + seed / 100.)); }
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void main() {
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 tx = 1. / dimension;
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vec2 ps = ntx + position;
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float w = 0.;
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vec2 dim = axis == 0? dimension : dimension.yx;
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2024-02-01 08:38:21 +01:00
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vec2 pos = axis == 0? ps : ps.yx;
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float _t = min(tx.x, tx.y) / 2.;
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float mt = 1. - _t;
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float rp = dim.x;
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int amo = int(density * rp);
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for (int i = 0; i < amo; i++) {
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float _x = random(vec2(float(i), 1.));
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float _y = random(vec2(1., float(i)));
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float _s = random(vec2(2., float(i))) - 0.5;
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2024-02-03 13:11:50 +01:00
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float _a = mix(alpha.x, alpha.y, random(vec2(float(i), 2.)));
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2024-02-01 05:26:02 +01:00
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2024-02-01 08:38:21 +01:00
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float _c = mix(curve.x, curve.y, random(vec2(float(i), 3.)));
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2024-02-01 08:38:21 +01:00
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_x += _s * 2. * (pos.y - _y) * slope;
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_x += sin((pos.y - _y) * curveDetail * dim.y / 4. + (curveShift * TAU/* * sign(_y - 0.5)*/)) * _c / dim.x * 2.;
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2024-02-01 08:38:21 +01:00
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if(mode == 0) {
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float st = smoothstep(mt - thickness, mt + thickness, 1. - abs(pos.x - _x)) * _a;
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w = max(w, st);
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2024-09-05 09:25:06 +02:00
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2024-02-01 08:38:21 +01:00
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} else if(mode == 1) {
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float st = smoothstep(mt - thickness, mt + thickness, 1. - max(0., pos.x - _x)) * (1. / float(amo));
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w += st;
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}
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}
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gl_FragColor = vec4(vec3(w), 1.);
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}
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