// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.14159265359 uniform vec2 dimension; uniform vec2 position; uniform int blend; uniform vec2 amount; uniform int amountUseSurf; uniform sampler2D amountSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec2 randomAmount; uniform int randomAmountUseSurf; uniform sampler2D randomAmountSurf; uniform vec2 ratio; uniform int ratioUseSurf; uniform sampler2D ratioSurf; uniform vec4 color0; uniform vec4 color1; #define GRADIENT_LIMIT 128 uniform int gradient_use; uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; 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 random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } void main() { #region #region params float amo = amount.x; if(amountUseSurf == 1) { vec4 _vMap = texture2D( amountSurf, v_vTexcoord ); amo = mix(amount.x, amount.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 rnd = randomAmount.x; if(randomAmountUseSurf == 1) { vec4 _vMap = texture2D( randomAmountSurf, v_vTexcoord ); rnd = mix(randomAmount.x, randomAmount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float rat = ratio.x; if(ratioUseSurf == 1) { vec4 _vMap = texture2D( ratioSurf, v_vTexcoord ); rat = mix(ratio.x, ratio.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 pos = v_vTexcoord - position; float aspect = dimension.x / dimension.y; float prog = pos.x * aspect * cos(ang) - pos.y * sin(ang); float _a = 1. / amo; float slot = floor(prog / _a); float ground = (slot + (random(vec2(slot + 0.)) * 2. - 1.) * rnd * 0.5 + 0.) * _a; float ceiling = (slot + (random(vec2(slot + 1.)) * 2. - 1.) * rnd * 0.5 + 1.) * _a; float _s = (prog - ground) / (ceiling - ground); if(gradient_use == 0) { if(blend == 0) gl_FragColor = _s > rat? color0 : color1; else gl_FragColor = vec4(vec3(sin(_s * 2. * PI) * 0.5 + 0.5), 1.); } else { if(_s > rat) gl_FragColor = vec4(gradientEval(random(vec2(slot))).rgb, 1.); else gl_FragColor = vec4(gradientEval(random(vec2(slot + 1.))).rgb, 1.); } } #endregion