// // 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_==_######################@~ // Cellular noise varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform float seed; uniform float contrast; uniform float middle; uniform float radiusScale; uniform float radiusShatter; uniform int pattern; uniform float rotation; uniform int tiled; uniform vec2 scale; uniform int scaleUseSurf; uniform sampler2D scaleSurf; #define TAU 6.283185307179586 #define PI 3.14159265359 vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); } float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } void main() { float sca = scale.x; float scaMax = max(scale.x, scale.y); if(scaleUseSurf == 1) { vec4 _vMap = texture2D( scaleSurf, v_vTexcoord ); sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float ang = rotation; vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x); vec2 pos = position / dimension; vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca; float md = 8.; vec2 mg, mr; if(pattern < 2) { vec2 i_st = floor(st); vec2 f_st = fract(st); for (int y = -1; y <= 1; y++) for (int x = -1; x <= 1; x++) { vec2 neighbor = vec2(float(x), float(y)); vec2 point = random2(pattern == 0? mod(i_st + neighbor, scaMax) : i_st + neighbor); point = 0.5 + 0.5 * sin(seed + TAU * point); vec2 _diff = neighbor + point - f_st; float dist = length(_diff); if(dist < md) { md = dist; mr = _diff; mg = neighbor; } } md = 8.; for(int y = -2; y <= 2; y++) for(int x = -2; x <= 2; x++) { vec2 g = mg + vec2(float(x), float(y)); vec2 point = random2(mod(i_st + g, scaMax)); point = 0.5 + 0.5 * sin(seed + TAU * point); vec2 r = g + point - f_st; if(dot(mr - r, mr - r) > .000001) md = min( md, dot( 0.5 * (mr + r), normalize(r - mr)) ); } } else if(pattern == 2) { for (int j = 0; j <= int(sca / 2.); j++) { int _amo = int(sca) + int(float(j) * radiusShatter); for (int i = 0; i <= _amo; i++) { float ang = TAU / float(_amo) * float(i) + float(j) + seed; float rad = pow(float(j) / sca, radiusScale) * sca * .5 + random(vec2(ang)) * 0.1; vec2 neighbor = vec2(cos(ang) * rad, sin(ang) * rad); vec2 point = neighbor + pos; vec2 _diff = point - ntx; float dist = length(_diff); if(dist < md) { md = dist; mr = _diff; mg = neighbor; } } } md = 1.; for (int j = 0; j <= int(sca / 2.); j++) { int _amo = int(sca) + int(float(j) * radiusShatter); for (int i = 0; i <= _amo; i++) { float ang = TAU / float(_amo) * float(i) + float(j) + random(vec2(0.684, 1.387)) + seed; float rad = pow(float(j) / sca, radiusScale) * sca * .5 + random(vec2(ang)) * 0.1; vec2 neighbor = vec2(cos(ang) * rad, sin(ang) * rad); vec2 point = neighbor + pos; vec2 r = point - ntx; if(dot(mr - r, mr - r) > .0001) md = min( md, dot( 0.5 * (mr + r), normalize(r - mr)) ); } } } float c = middle + (md - middle) * contrast; gl_FragColor = vec4(vec3(c), 1.0); }