// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; uniform int colored; uniform vec2 colorRanR; uniform vec2 colorRanG; uniform vec2 colorRanB; vec3 hsv2rgb(vec3 c) { 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); } float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed / 1000., vec2(1892.9898, 78.23453))) * 437.54123); } float frandom (in vec2 st) { float n0 = random(st, floor(seed) / 5000.); float n1 = random(st, (floor(seed) + 1.) / 5000.); return mix(n0, n1, fract(seed)); } void main() { if(colored == 0) gl_FragColor = vec4(vec3(frandom(v_vTexcoord)), 1.0); else if(colored == 1) { float randR = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]); float randG = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randB = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(randR, randG, randB, 1.0); } else if(colored == 2) { float randH = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]); float randS = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randV = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0); } }