// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define TAU 6.283185307179586 uniform vec2 center; uniform vec2 dimension; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; uniform vec2 radius; uniform int radiusUseSurf; uniform sampler2D radiusSurf; uniform vec2 shift; uniform int shiftUseSurf; uniform sampler2D shiftSurf; uniform vec2 scale; uniform int scaleUseSurf; uniform sampler2D scaleSurf; uniform int type; uniform int gradient_loop; uniform int uniAsp; #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 //////////////////////////////////// void main() { #region params 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 rad = radius.x; if(radiusUseSurf == 1) { vec4 _vMap = texture2D( radiusSurf, v_vTexcoord ); rad = mix(radius.x, radius.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } rad *= sqrt(2.); float shf = shift.x; if(shiftUseSurf == 1) { vec4 _vMap = texture2D( shiftSurf, v_vTexcoord ); shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float sca = scale.x; if(scaleUseSurf == 1) { vec4 _vMap = texture2D( scaleSurf, v_vTexcoord ); sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } #endregion vec2 asp = dimension / dimension.y; float prog = 0.; if(type == 0) { prog = .5 + (v_vTexcoord.x - center.x) * cos(ang) - (v_vTexcoord.y - center.y) * sin(ang); } else if(type == 1) { if(uniAsp == 0) prog = distance(v_vTexcoord, center) / rad; else prog = distance(v_vTexcoord * asp, center * asp) / rad; } else if(type == 2) { vec2 _p = v_vTexcoord - center; if(uniAsp == 1) _p *= asp; float _a = atan(_p.y, _p.x) + ang; prog = (_a - floor(_a / TAU) * TAU) / TAU; } prog = (prog + shf - 0.5) * sca + 0.5; if(gradient_loop == 1) { prog = fract(prog < 0.? 1. - abs(prog) : prog); } else if(gradient_loop == 2) { prog = mod(abs(prog), 2.); if(prog >= 1.) prog = 2. - prog; } vec4 col = gradientEval(prog); gl_FragColor = vec4(col.rgb, col.a * texture2D( gm_BaseTexture, v_vTexcoord ).a); }