// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define GRADIENT_LIMIT 128 uniform vec2 position; uniform vec2 dimension; uniform vec2 scale; uniform float angle; uniform float width; uniform float shift; uniform float seed; uniform int shiftAxis; uniform int mode; uniform int aa; uniform vec4 gapCol; uniform int gradient_use; uniform int gradient_blend; uniform vec4 gradient_color[GRADIENT_LIMIT]; uniform float gradient_time[GRADIENT_LIMIT]; uniform int gradient_keys; float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); } 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 void main() { #region vec2 pos = v_vTexcoord - position, _pos; float ratio = dimension.x / dimension.y; _pos.x = pos.x * ratio * cos(angle) - pos.y * sin(angle); _pos.y = pos.x * ratio * sin(angle) + pos.y * cos(angle); if(shiftAxis == 0) { float cellY = floor(_pos.y * scale.y); float shiftX = mod(cellY, 2.) * shift; _pos.x += shiftX; } else { float cellX = floor(_pos.x * scale.x); float shiftY = mod(cellX, 2.) * shift; _pos.y += shiftY; } vec2 sqSt = floor(_pos * scale) / scale; vec2 _dist = _pos - sqSt; vec2 nPos = abs(_dist * scale - vec2(0.5)) * 2.; //distance in x, y axis float dist = 1. - max(nPos.x, nPos.y); vec4 colr; if(mode == 1) { gl_FragColor = vec4(vec3(dist), 1.); return; } if(mode == 0) { colr = vec4(gradientEval(random(sqSt)).rgb, 1.); } else if(mode == 2) { vec2 uv = fract(_pos * scale); colr = texture2D( gm_BaseTexture, uv ); } else if(mode == 3) { vec2 uv = fract(sqSt); colr = texture2D( gm_BaseTexture, uv ); } float _aa = 4. / max(dimension.x, dimension.y); gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(width - _aa, width, dist) : step(width, dist)); } #endregion