varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform vec2 scale; uniform float angle; uniform float thick; uniform float seed; uniform int mode; uniform vec4 gapCol; uniform int gradient_use; uniform int gradient_blend; uniform vec4 gradient_color[16]; uniform float gradient_time[16]; uniform int gradient_keys; #define PI 3.14159265359 float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); } vec3 rgb2hsv(vec3 c) { 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); } 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 hueDist(float a0, float a1, float t) { float da = fract(a1 - a0); float ds = fract(2. * da) - da; return a0 + ds * t; } vec3 hsvMix(vec3 c1, vec3 c2, float t) { 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); } vec4 gradientEval(in float prog) { vec4 col = vec4(0.); for(int i = 0; i < 16; 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]); if(gradient_blend == 0) col = mix(gradient_color[i - 1], gradient_color[i], t); else if(gradient_blend == 1) col = gradient_color[i - 1]; else if(gradient_blend == 2) col = vec4(hsvMix(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), 1.); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } return col; } float HexDist(vec2 p) { p = abs(p); float c = dot(p, normalize(vec2(1, 1.73))); c = max(c, p.x); return c; } vec4 HexCoords(vec2 uv) { vec2 r = vec2(1, sqrt(3.)); vec2 h = r * .5; vec2 a = mod(uv, r) - h; vec2 b = mod(uv - h, r) - h; vec2 gv = dot(a, a) < dot(b,b) ? a : b; float x = atan(gv.x, gv.y); float y = max(0., .5 - HexDist(gv)); vec2 id = uv - gv; return vec4(x, y, id.x, id.y); } void main() { vec2 pos = (v_vTexcoord - position) * scale, _pos; float ratio = dimension.x / dimension.y; _pos.x = pos.x * ratio * cos(angle) - pos.y * sin(angle); _pos.y = pos.x * ratio * sin(angle) + pos.y * cos(angle); vec4 hc = HexCoords(_pos); bool isGap = hc.y < thick; if(mode == 0) { vec2 uv = abs(hc.zw) / scale; uv.x = fract(uv.x); uv.y = clamp(uv.y, 0., 1.); float tileY = floor(scale.y * 4. / 3.); uv.y = mod(floor(uv.y * (tileY + 1.)), tileY) / tileY; gl_FragColor = isGap? gapCol : vec4(gradientEval(random(uv)).rgb, 1.); } else if(mode == 1) { gl_FragColor = vec4(vec3(hc.y), 1.0); } else if(mode == 2) { vec2 uv = hc.xy; uv.x = (uv.x + PI / 2.) / PI; gl_FragColor = isGap? gapCol : texture2D( gm_BaseTexture, uv ); } else if(mode == 3) { vec2 uv = clamp(abs(hc.zw) / scale, 0., 1.); gl_FragColor = isGap? gapCol : texture2D( gm_BaseTexture, uv ); } }