// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 scale; uniform int axis; uniform float shift; uniform float dissolve; uniform vec2 dissolveSca; uniform int dissolveItr; ///////////////////// PERLIN START ///////////////////// float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); // Cubic Hermine Curve. Same as SmoothStep() vec2 u = f * f * (3.0 - 2.0 * f); // Mix 4 coorners percentages return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } float perlin ( vec2 pos, int iteration ) { float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); float n = 0.; for(int i = 0; i < iteration; i++) { n += noise(pos) * amp; amp *= .5; pos *= 2.; } return n; } ///////////////////// PERLIN END ///////////////////// void main() { gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(gl_FragColor.a == 0.) return; vec2 px = v_vTexcoord * dimension; float _x = px.x; float _y = px.y; if(axis == 1) { float _z = _x; _x = _y; _y = _z; } vec2 sca = scale + 1.; float rowInd = floor(_y / sca.y); float rowPos = _y - rowInd * sca.y; if(rowPos > scale.y) return; if(mod(rowInd, 2.) >= 1.) _x += shift; float colInd = floor(_x / sca.x); float colPos = _x - colInd * sca.x; if(colPos > scale.x) return; if(dissolve > 0. && perlin( vec2( colInd, rowInd ) / dissolveSca, dissolveItr ) <= dissolve ) return; gl_FragColor = v_vColour; }