Pixel-Composer/shaders/sh_cell_noise/sh_cell_noise.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 float rotation;
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uniform int pattern;
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uniform float seed;
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uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform float contrast;
uniform float middle;
uniform float radiusScale;
uniform float radiusShatter;
#define PI 3.14159265359
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#define TAU 6.283185307179586
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vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
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void main() {
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#region params
float sca = scale.x;
float scaMax = max(scale.x, scale.y);
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
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float ang = rotation;
#endregion
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = position / dimension;
vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca;
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vec3 color = vec3(.0);
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float m_dist = 1.;
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if(pattern < 2) {
vec2 i_st = floor(st);
vec2 f_st = fract(st);
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for (int y = -1; y <= 1; y++)
for (int x = -1; x <= 1; x++) {
vec2 neighbor = vec2(float(x),float(y));
vec2 point = random2(pattern == 0? mod(i_st + neighbor, scaMax) : i_st + neighbor);
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point = 0.5 + 0.5 * sin(seed + 6.2831 * point);
vec2 _diff = neighbor + point - f_st;
float dist = length(_diff);
m_dist = min(m_dist, dist);
}
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} else if(pattern == 2) {
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for (int j = 0; j <= int(sca / 2.); j++) {
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int _amo = int(sca) + int(float(j) * radiusShatter);
for (int i = 0; i <= _amo; i++) {
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float angl = ang + TAU / float(_amo) * float(i) + float(j) + random(vec2(0.684, 1.387)) + seed;
float rad = pow(float(j) / sca, radiusScale) * sca * .5 + random(vec2(angl)) * 0.1;
vec2 point = vec2(cos(angl) * rad, sin(angl) * rad) + pos;
vec2 _diff = point - ntx;
float dist = length(_diff);
m_dist = min(m_dist, dist);
}
}
}
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color += m_dist;
vec3 c = middle + (color - middle) * contrast;
gl_FragColor = vec4(c, 1.0);
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}