varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform vec2 dimension; uniform float seed; uniform int shiftAxis; uniform int mode; uniform int aa; uniform vec2 scale; uniform int scaleUseSurf; uniform sampler2D scaleSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec2 width; uniform int widthUseSurf; uniform sampler2D widthSurf; uniform vec2 shift; uniform int shiftUseSurf; uniform sampler2D shiftSurf; uniform float secScale; uniform float secShift; uniform float gapAcc; uniform vec4 gapCol; uniform int gradient_use; uniform vec2 level; uniform int diagonal; uniform int uniformSize; uniform int textureTruchet; uniform float truchetSeed; uniform float truchetThresX; uniform float truchetThresY; uniform vec2 truchetAngle; uniform float randShift; uniform float randShiftSeed; uniform float randScale; uniform float randScaleSeed; float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); } #region //////////////////////////////////// GRADIENT //////////////////////////////////// #define GRADIENT_LIMIT 128 uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int gradient_use_map; uniform vec4 gradient_map_range; uniform sampler2D gradient_map; vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); } vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); } vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region vec3 k1 = linearToGamma(c1); vec3 k2 = linearToGamma(c2); return gammaToLinear(mix(k1, k2, t)); } #endregion vec3 rgb2oklab(vec3 c) { #region const mat3 kCONEtoLMS = mat3( 0.4121656120, 0.2118591070, 0.0883097947, 0.5362752080, 0.6807189584, 0.2818474174, 0.0514575653, 0.1074065790, 0.6302613616); c = pow(c, vec3(2.2)); c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) ); return c; } #endregion vec3 oklab2rgb(vec3 c) { #region const mat3 kLMStoCONE = mat3( 4.0767245293, -1.2681437731, -0.0041119885, -3.3072168827, 2.6093323231, -0.7034763098, 0.2307590544, -0.3411344290, 1.7068625689); c = kLMStoCONE * (c * c * c); c = pow(c, vec3(1. / 2.2)); return c; } #endregion vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region vec3 k1 = rgb2oklab(c1); vec3 k2 = rgb2oklab(c2); return oklab2rgb(mix(k1, k2, t)); } #endregion vec3 rgb2hsv(vec3 c) { #region vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 0.0000000001; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } #endregion vec3 hsv2rgb(vec3 c) { #region vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } #endregion float hueDist(float a0, float a1, float t) { #region float da = fract(a1 - a0); float ds = fract(2. * da) - da; return a0 + ds * t; } #endregion vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region vec3 h1 = rgb2hsv(c1); vec3 h2 = rgb2hsv(c2); vec3 h = vec3(0.); h.x = h.x + hueDist(h1.x, h2.x, t); h.y = mix(h1.y, h2.y, t); h.z = mix(h1.z, h2.z, t); return hsv2rgb(h); } #endregion vec4 gradientEval(in float prog) { #region if(gradient_use_map == 1) { vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog); return texture2D( gradient_map, samplePos ); } vec4 col = vec4(0.); for(int i = 0; i < GRADIENT_LIMIT; i++) { if(gradient_time[i] == prog) { col = gradient_color[i]; break; } else if(gradient_time[i] > prog) { if(i == 0) col = gradient_color[i]; else { float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]); vec3 c0 = gradient_color[i - 1].rgb; vec3 c1 = gradient_color[i].rgb; float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t); if(gradient_blend == 0) col = vec4(mix(c0, c1, t), a); else if(gradient_blend == 1) col = gradient_color[i - 1]; else if(gradient_blend == 2) col = vec4(hsvMix(c0, c1, t), a); else if(gradient_blend == 3) col = vec4(oklabMax(c0, c1, t), a); else if(gradient_blend == 4) col = vec4(rgbMix(c0, c1, t), a); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } return col; } #endregion #endregion //////////////////////////////////// GRADIENT //////////////////////////////////// void main() { #region params vec2 sca = scale; if(scaleUseSurf == 1) { vec4 _vMap = texture2D( scaleSurf, v_vTexcoord ); sca = vec2(mix(scale.x, scale.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.); } float shf = shift.x; if(shiftUseSurf == 1) { vec4 _vMap = texture2D( shiftSurf, v_vTexcoord ); shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x); if(mode == 1) { vec2 px = floor((ntx - position) * dimension); sca = floor(sca); vec2 scaG = sca - (gapAcc + 1.); if(diagonal == 0) { vec2 fl = floor(px / sca) * sca; vec2 fr = px - fl; if(fr.x > scaG.x || fr.y > scaG.y) gl_FragColor = gapCol; else gl_FragColor = gradientEval(random(fl)); } else if(diagonal == 1) { float _x = px.x + px.y; float _y = -px.x + px.y; float mx = mod(_x, sca.x); float my = mod(_y, sca.y); if(mx > scaG.x || my > scaG.y) gl_FragColor = gapCol; else gl_FragColor = gradientEval(random(vec2(_x, _y) - vec2(mx, my))); } return; } sca = dimension / sca; vec2 pos = ntx - position, _pos; float ratio = dimension.x / dimension.y; _pos.x = pos.x * ratio * cos(ang) - pos.y * sin(ang); _pos.y = pos.x * ratio * sin(ang) + pos.y * cos(ang); shf /= sca[shiftAxis]; int antiAxis = shiftAxis == 0? 1 : 0; float cell = floor(_pos[antiAxis] * sca[antiAxis]); float _sec = mod(cell, 2.); float _shft = (_sec * secShift) + (cell * shf); float _rdsh = randShift * (random(randShiftSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.); _shft += _rdsh; float _scas = (_sec * secScale) + (1.); float _rdsc = randScale * (random(randScaleSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.); _scas += _rdsc; if(shiftAxis == 0) { _pos.x += _shft; sca.x *= _scas; } else if(shiftAxis == 1) { _pos.y += _shft; sca.y *= _scas; } vec2 sqSt = floor(_pos * sca) / sca; vec2 _dist = _pos - sqSt; vec2 nPos = abs(_dist * sca - vec2(0.5)) * 2.; //distance in x, y axis float rat = uniformSize == 1? sca.y / sca.x : 1.; float dist = 1. - max((nPos.x - 1.) * rat + 1., nPos.y); vec4 colr; if(mode == 2) { dist = (dist - level.x) / (level.y - level.x); gl_FragColor = vec4(vec3(dist), 1.); return; } if(mode == 0) { colr = gradientEval(random(sqSt)); } else if(mode == 3) { vec2 uv = fract(_pos * sca); if(textureTruchet == 1) { float rx = random(floor(_pos * sca) + truchetSeed / 100.); float ry = random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.4864, 0.6879)); if(rx >= truchetThresX) uv.x = 1. - uv.x; if(ry >= truchetThresY) uv.y = 1. - uv.y; float ang = radians(truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.9843, 0.1636))); uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5); } colr = texture2D( gm_BaseTexture, uv ); } else if(mode == 4) { vec2 uv = fract(sqSt); colr = texture2D( gm_BaseTexture, uv ); } float _aa = 4. / max(dimension.x, dimension.y); gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(wid - _aa, wid, dist) : step(wid, dist)); }