// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform vec2 scale; uniform float seed; uniform float shift; uniform int shiftAxis; uniform int useSampler; 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 randomSeed (in vec2 st, float _seed) { return fract(sin(dot(st.xy + vec2(5.0654, 9.684), vec2(12.9898, 78.233))) * (43758.5453123 + _seed)); } float random (in vec2 st) { return mix(randomSeed(st, floor(seed)), randomSeed(st, floor(seed) + 1.), fract(seed)); } void main() { vec2 st = v_vTexcoord - position / dimension; vec2 pos = vec2(st * scale); if(shiftAxis == 0) { //pos.x += random(vec2(0., floor(pos.y))); if(mod(pos.y, 2.) > 1.) pos.x += shift; } else if(shiftAxis == 1) { //pos.y += random(vec2(0., floor(pos.x))); if(mod(pos.x, 2.) > 1.) pos.y += shift; } if(useSampler == 0) { vec2 n = floor(pos); if(colored == 0) { gl_FragColor = vec4(vec3(random(n)), 1.0); } else if(colored == 1) { float randR = colorRanR[0] + random(n) * (colorRanR[1] - colorRanR[0]); float randG = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randB = colorRanB[0] + random(n + 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] + random(n) * (colorRanR[1] - colorRanR[0]); float randS = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randV = colorRanB[0] + random(n + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0); } } else { vec2 samPos = floor(pos) / scale + 0.5 / scale; gl_FragColor = texture2D( gm_BaseTexture, samPos ); } }