varying vec2 v_vTexcoord; varying vec4 v_vColour; #define GRADIENT_LIMIT 128 uniform vec2 dimension; uniform vec2 position; uniform float seed; 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 thick; uniform int thickUseSurf; uniform sampler2D thickSurf; uniform vec4 gapCol; uniform int gradient_use; uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int textureTruchet; uniform float truchetSeed; uniform float truchetThres; #define PI 3.14159265359 #define TAU 6.28318530718 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) { #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 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]); 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; } #endregion float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); } vec4 RandomCoords(vec2 uv) { #region vec2 fl = floor(uv); vec2 fr = fract(uv); bool ch = mod(fl.x + fl.y, 2.) > .5; float r1 = random(fl); vec2 ax = ch ? fr.xy : fr.yx; float a1 = ax.x - r1; float si = sign(a1); vec2 o1 = ch ? vec2(si, 0.) : vec2(0., si); float r2 = random(fl + o1); float a2 = ax.y - r2; vec2 st = step(vec2(0.), vec2(a1, a2)); vec2 of = ch ? st.xy : st.yx; vec2 id = fl + of - 1.; bool ch2 = mod(id.x + id.y, 2.) > .5; float r00 = random(id + vec2(0., 0.)); float r10 = random(id + vec2(1., 0.)); float r01 = random(id + vec2(0., 1.)); float r11 = random(id + vec2(1., 1.)); vec2 s0 = ch2 ? vec2(r00, r10) : vec2(r01, r00); vec2 s1 = ch2 ? vec2(r11, r01) : vec2(r10, r11); vec2 s = 1. - s0 + s1; vec2 puv = (uv - id - s0) / s; vec2 b = (.5 - abs(puv - .5)) * s; float d = min(b.x, b.y); return vec4(0., d, puv); } #endregion void main() { #region #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 thk = thick.x; if(thickUseSurf == 1) { vec4 _vMap = texture2D( thickSurf, v_vTexcoord ); thk = mix(thick.x, thick.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 pos = (v_vTexcoord - position) * sca, _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); vec4 hc = RandomCoords(_pos); vec4 colr; if(mode == 1) { gl_FragColor = vec4(vec3(hc.y), 1.0); return; } if(mode == 0) { vec2 uv = abs(hc.zw) / sca; colr = gradientEval(random(uv)); } else if(mode == 2) { vec2 uv = hc.zw; if(textureTruchet == 1) { float rx = random(floor(hc.zw / sca) + truchetSeed / 1000.); float ry = random(floor(hc.zw / sca) + truchetSeed / 1000. + vec2(0.4864, 0.6879)); if(rx > truchetThres) uv.x = 1. - uv.x; if(ry > truchetThres) uv.y = 1. - uv.y; } colr = texture2D( gm_BaseTexture, uv ); } float _aa = 3. / max(dimension.x, dimension.y); gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(thk - _aa, thk, hc.y) : step(thk, hc.y)); } #endregion