Pixel-Composer/shaders/sh_quarsicrystal/sh_quarsicrystal.fsh

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2024-02-10 07:03:50 +01:00
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
#define PI 3.14159265359
uniform vec2 dimension;
uniform vec2 position;
uniform vec2 amount;
uniform int amountUseSurf;
uniform sampler2D amountSurf;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
uniform vec2 phase;
uniform int phaseUseSurf;
uniform sampler2D phaseSurf;
uniform vec2 rangleRange;
uniform vec4 color0;
uniform vec4 color1;
void main() { #region
#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);
float pha = phase.x;
if(phaseUseSurf == 1) {
vec4 _vMap = texture2D( phaseSurf, v_vTexcoord );
pha = mix(phase.x, phase.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 pos = (v_vTexcoord - position) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * amo;
float value = 0.0;
int num = 4;
float as = radians(rangleRange.x);
float an = radians(rangleRange.y);
for(int i = 0; i < num; i++) {
float a = mix(as, an, float(i) / float(num));
float w = pos.x * sin(a) + pos.y * cos(a);
value += sin(w + pha * PI * 2.);
}
float _s = 1. + sin(value * PI / 2.0);
gl_FragColor = mix(color0, color1, _s);
} #endregion