Pixel-Composer/shaders/sh_stripe/sh_stripe.fsh
2023-12-23 15:39:55 +07:00

150 lines
4.2 KiB
GLSL

//
// 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