varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform vec2 dimension; uniform float rotation; uniform vec2 scale; uniform int scaleUseSurf; uniform sampler2D scaleSurf; uniform int iteration; uniform float seed; uniform int tile; uniform int colored; uniform vec2 colorRanR; uniform vec2 colorRanG; uniform vec2 colorRanB; vec2 sca; 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 random (in vec2 st) { return smoothstep(0., 1., abs(fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * (43758.545 + seed)) * 2. - 1.)); } vec2 random2 (in vec2 st) { float a = random(st) * 6.28319; return vec2(cos(a), sin(a)); } float noise (in vec2 st, in vec2 scale) { #region vec2 cellMin = floor(st); vec2 cellMax = floor(st) + vec2(1., 1.); if(tile == 1) { cellMin = mod(cellMin, scale); cellMax = mod(cellMax, scale); } vec2 f = fract(st); vec2 u = f * f * (3.0 - 2.0 * f); vec2 _a = vec2(cellMin.x, cellMin.y); vec2 _b = vec2(cellMax.x, cellMin.y); vec2 _c = vec2(cellMin.x, cellMax.y); vec2 _d = vec2(cellMax.x, cellMax.y); vec2 ai = f - vec2(0., 0.); vec2 bi = f - vec2(1., 0.); vec2 ci = f - vec2(0., 1.); vec2 di = f - vec2(1., 1.); vec2 a2 = random2(_a); vec2 b2 = random2(_b); vec2 c2 = random2(_c); vec2 d2 = random2(_d); float l1 = mix(dot(ai, a2), dot(bi, b2), u.x); float l2 = mix(dot(ci, c2), dot(di, d2), u.x); return mix(l1, l2, u.y) + 0.5; } #endregion float perlin(in vec2 st) { #region float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.); float n = 0.; vec2 pos = st; vec2 sc = sca; for(int i = 0; i < iteration; i++) { n += noise(pos, sc) * amp; sc *= 2.; amp *= .5; pos *= 2.; } return n; } #endregion void main() { #region #region params 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.)); } #endregion vec2 pos = position / dimension; float ang = rotation; vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca; if(colored == 0) { gl_FragColor = vec4(vec3(perlin(st)), 1.0); } else if(colored == 1) { float randR = colorRanR[0] + perlin(st) * (colorRanR[1] - colorRanR[0]); float randG = colorRanG[0] + perlin(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randB = colorRanB[0] + perlin(st + 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] + perlin(st) * (colorRanR[1] - colorRanR[0]); float randS = colorRanG[0] + perlin(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randV = colorRanB[0] + perlin(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0); } } #endregion