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 textureTruchet; uniform float truchetSeed; uniform float truchetThres; uniform vec2 truchetAngle; #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) ); } #region //////////////////////////////////// GRADIENT //////////////////////////////////// #define GRADIENT_LIMIT 128 uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; uniform int gradient_use_map; uniform vec4 gradient_map_range; uniform sampler2D gradient_map; vec3 rgb2oklab(vec3 c) { #region const mat3 kCONEtoLMS = mat3( 0.4121656120, 0.2118591070, 0.0883097947, 0.5362752080, 0.6807189584, 0.2818474174, 0.0514575653, 0.1074065790, 0.6302613616); c = pow(c, vec3(2.2)); c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) ); return c; } #endregion vec3 oklab2rgb(vec3 c) { #region const mat3 kLMStoCONE = mat3( 4.0767245293, -1.2681437731, -0.0041119885, -3.3072168827, 2.6093323231, -0.7034763098, 0.2307590544, -0.3411344290, 1.7068625689); c = kLMStoCONE * (c * c * c); c = pow(c, vec3(1. / 2.2)); return c; } #endregion vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region vec3 k1 = rgb2oklab(c1); vec3 k2 = rgb2oklab(c2); return oklab2rgb(mix(k1, k2, t)); } #endregion 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 if(gradient_use_map == 1) { vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog); return texture2D( gradient_map, samplePos ); } 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]); float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t); 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), a); else if(gradient_blend == 3) col = vec4(oklabMax(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), a); } break; } if(i >= gradient_keys - 1) { col = gradient_color[gradient_keys - 1]; break; } } return col; } #endregion #endregion //////////////////////////////////// GRADIENT //////////////////////////////////// float HexDist(vec2 p) { #region p = abs(p); float c = dot(p, normalize(vec2(1, 1.73))); c = max(c, p.x); return c; } #endregion vec4 HexCoords(vec2 uv) { #region 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); } #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 = HexCoords(_pos); vec4 colr; if(mode == 1) { gl_FragColor = vec4(vec3(hc.y), 1.0); return; } if(mode == 0) { vec2 uv = abs(hc.zw) / sca; uv.x = fract(uv.x); uv.y = clamp(uv.y, 0., 1.); float tileY = floor(sca.y * 4. / 3.); uv.y = mod(floor(uv.y * (tileY + 1.)), tileY) / tileY; colr = gradientEval(random(uv)); } else if(mode == 2) { //vec2 uv = hc.xy; //uv.x = (uv.x + PI / 2.) / PI; vec2 uv = (pos - hc.zw) + vec2(0.5, 0.5); if(textureTruchet == 1) { //lmao wtf is this code? float rx = random(hc.zw + truchetSeed / 100.); float ry = random(hc.zw + truchetSeed / 100. + vec2(0.4864, 0.6879)); float rz = random(hc.zw + truchetSeed / 100. + vec2(0.1638, 0.8974)); float ra = random(hc.zw + truchetSeed / 100. + vec2(0.8432, 0.0568)); float rb = random(hc.zw + truchetSeed / 100. + vec2(0.3757, 0.7463)); float ang = 0.; if(rx > truchetThres) ang += 60.; if(ry > truchetThres) ang += 60.; if(rz > truchetThres) ang += 60.; if(ra > truchetThres) ang += 60.; if(rb > truchetThres) ang += 60.; ang += truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(hc.zw + truchetSeed / 100. + vec2(0.9843, 0.1636)); ang = radians(ang); uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5); } colr = texture2D( gm_BaseTexture, uv ); } else if(mode == 3) { vec2 uv = clamp(abs(hc.zw) / sca, 0., 1.); 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