// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ #define TAU 6.28318530718 #define s3 1. varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D texture; uniform vec2 dimension; uniform float seed; uniform float scale; uniform float size; uniform float blur; uniform float noise; uniform float intensity; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); } float md(float val, float div) { return val - floor(val / div) * div; } vec2 md(vec2 val, vec2 div) { return vec2(md(val.x, div.x), md(val.y, div.y)); } float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); } vec2 round(vec2 val) { return vec2(round(val.x), round(val.y)); } float HexDist(vec2 p) { p = abs(p); float c = dot(p, normalize(vec2(1, 1.73))); c = max(c, p.x); return c; } vec2 HexCoords(vec2 uv) { vec2 r = vec2(1, s3); vec2 h = r * .5; vec2 a = md(uv, r) - h; vec2 b = md(uv - h, r) - h; vec2 gv = dot(a, a) <= dot(b, b) ? a : b; return uv - gv; } float index(vec2 id) { vec2 r = vec2(1, s3); vec2 dd = floor(ceil(id / r)); return dd.x; } float fnoise(vec2 pos, float siz, float dist) { float lig = smoothstep(siz, siz + blur, dist); float rin = smoothstep(blur, 1. + blur, dist); float rnd = random(pos, seed); rnd = .5 + (rnd - .5) * 4.; lig = mix(lig, lig * rnd, noise * (1. - rin)); return lig; } //////////////////////////////////////////////////////////////////////////////////////////////// uniform int flickerUse; uniform float flickerIntens; uniform float flickerCut; uniform float flickerTime; float flick(vec2 id) { if(flickerUse == 0) return 1.; float dl = flickerTime + random(id, seed) * TAU; float ww = .8 * abs(sin(dl)) + .2 * sin((dl + random(id, seed + 12.41)) * 2.) + .1 * sin((dl + random(id, seed + 65.35)) * 3.); ww = smoothstep(flickerCut, 1., ww); return 1. - ww * flickerIntens; } //////////////////////////////////////////////////////////////////////////////////////////////// void main() { vec2 scs = scale * vec2(2.); vec2 pos = v_vTexcoord - .5; pos *= scs; vec2 hex = HexCoords(pos); vec2 id = hex; vec2 ppx = abs(pos - id); float dist = 1. - (ppx.x + ppx.y); float siz = 1. - size / 2.; float lig = fnoise(pos, siz, dist); float ind = index(id); id = abs(dimension + id); if(md(id.y, s3) > s3 / 2.) ind += 2.; float ints = intensity * flick(id); int indx = int(mod(ind, 3.)); vec3 clr = vec3(0.); if(indx == 0) clr.r = ints; else if(indx == 1) clr.g = ints; else if(indx == 2) clr.b = ints; clr *= lig; vec2 uv = (hex / scs + .5) / vec2(dimension.x / dimension.y, 1.); vec3 baseC = texture2D( gm_BaseTexture, uv ).rgb; baseC.rgb *= clr; gl_FragColor = vec4(baseC, 1.); // gl_FragColor = vec4((id - dimension) / 8., 0., 1.); // gl_FragColor = vec4(abs(v_vTexcoord - uv) * 16., 0., 1.); }