Pixel-Composer/shaders/sh_stripe/sh_stripe.fsh
2022-11-01 09:06:03 +07:00

77 lines
1.9 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int gradient_use;
uniform int gradient_blend;
uniform vec4 gradient_color[16];
uniform float gradient_time[16];
uniform int gradient_keys;
uniform vec2 dimension;
uniform vec2 position;
uniform float angle;
uniform float amount;
uniform float rand;
uniform int blend;
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
vec4 gradientEval(in float prog) {
vec4 col = vec4(0.);
for(int i = 0; i < 16; 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 {
if(gradient_blend == 0)
col = mix(gradient_color[i - 1], gradient_color[i], (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]));
else if(gradient_blend == 1)
col = gradient_color[i - 1];
}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
}
}
return col;
}
void main() {
vec2 pos = v_vTexcoord - position;
float ratio = dimension.x / dimension.y;
float prog = pos.x * ratio * cos(angle) - pos.y * sin(angle);
float _a = 1. / amount;
float slot = floor(prog / _a);
float ground = (slot + (random(vec2(slot + 0.)) * 2. - 1.) * rand * 0.5 + 0.) * _a;
float ceiling = (slot + (random(vec2(slot + 1.)) * 2. - 1.) * rand * 0.5 + 1.) * _a;
float _s = (prog - ground) / (ceiling - ground);
if(gradient_use == 0) {
if(blend == 0) {
if(_s > .5)
gl_FragColor = vec4(vec3(0.), 1.);
else
gl_FragColor = vec4(vec3(1.), 1.);
} else
gl_FragColor = vec4(vec3(abs(_s - 0.5) * 2.), 1.);
} else {
if(_s > .5)
gl_FragColor = vec4(gradientEval(random(vec2(slot))).rgb, 1.);
else
gl_FragColor = vec4(gradientEval(random(vec2(slot + 1.))).rgb, 1.);
}
}