varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform vec2 dimension; uniform vec2 position; uniform int blend; uniform int pattern; uniform int iteration; uniform vec2 amount; uniform int amountUseSurf; uniform sampler2D amountSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec2 width; uniform int widthUseSurf; uniform sampler2D widthSurf; uniform vec4 col1; uniform vec4 col2; float pat_cross(vec2 p, float w) { vec2 f = fract(abs(p)); vec2 c = abs(f - 0.5); float sx, sy, m; if(blend == 0) { sx = step(w / 2., c.x); sy = step(w / 2., c.y); m = mod(sx + sy, 2.); return m; } else if(blend == 1) { sx = abs(w / 2. - c.x); sy = abs(w / 2. - c.y); m = mod(sx + sy, 2.); return m; } else if(blend == 2) { float d = 1. / max(dimension.x, dimension.y); sx = smoothstep(w / 2. - d, w / 2. + d, c.x); sy = smoothstep(w / 2. - d, w / 2. + d, c.y); m = mod(sx + sy, 2.); return m; } return 0.; } float pat_xor( vec2 p, int itr ) { float res = 0.0; for( int i = 0; i < itr; i++ ) { res += mod( floor(p.x) + floor(p.y), 2.0 ); p *= 0.5; res *= 0.5; } return res; } void main() { #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 wid = width.x; if(widthUseSurf == 1) { vec4 _vMap = texture2D( widthSurf, v_vTexcoord ); wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 a = dimension / dimension.y; vec2 c = (v_vTexcoord - position) * a; c *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang)); c *= amo; if(pattern == 0) { float ch = pat_cross(c, wid); gl_FragColor = mix(col1, col2, ch); } else if(pattern == 1) { float ch = pat_xor(c, iteration); gl_FragColor = mix(col1, col2, ch); } }