Pixel-Composer/shaders/sh_zigzag/sh_zigzag.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec2 dimension;
uniform vec2 position;
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uniform int blend;
uniform float rotation;
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uniform vec2 amount;
uniform int amountUseSurf;
uniform sampler2D amountSurf;
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uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
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uniform vec4 col1, col2;
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void main() {
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#region params
float amo = amount.x;
if(amountUseSurf == 1) {
vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float ang = angle.x;
if(angleUseSurf == 1) {
vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
ang = radians(ang);
#endregion
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vec2 pos = v_vTexcoord - position;
float _cell = 1. / (amo * 2.);
pos.y -= _cell / 2.;
pos *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
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float _xind = floor(pos.x / _cell);
float _yind = floor(pos.y / _cell);
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float _xcell = fract(pos.x * amo * 2.);
float _ycell = fract(pos.y * amo * 2.);
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float _x = _xcell;
float _y = _ycell;
if(mod(_xind, 2.) == 1.)
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_x = 1. - _xcell;
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float _h = _x > _y? _y + (1. - _x) : _y - _x;
float _ychi = _x > _y ? _yind + 1. : _yind;
if(mod(_ychi, 2.) == 1.) _h = 1. - _h;
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if(blend == 0) {
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gl_FragColor = _h < 0.5? col1 : col2;
} else if(blend == 1) {
gl_FragColor = mix(col1, col2, _h);
} else if(blend == 2) {
float px = 1. / max(dimension.x, dimension.y);
_h = smoothstep(0.5 - px, 0.5 + px, _h);
gl_FragColor = mix(col1, col2, _h);
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}
}