Pixel-Composer/shaders/sh_zigzag/sh_zigzag.fsh
2024-01-08 14:10:50 +07:00

50 lines
1.1 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform int blend;
uniform vec2 amount;
uniform int amountUseSurf;
uniform sampler2D amountSurf;
uniform vec4 col1, col2;
void main() {
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.);
}
vec2 pos = v_vTexcoord - position;
float _cell = 1. / (amo * 2.);
float _xind = floor(pos.x / _cell);
float _yind = floor(pos.y / _cell);
float _xcell = fract(pos.x * amo * 2.);
float _ycell = fract(pos.y * amo * 2.);
float _x = _xcell;
float _y = _ycell;
if(mod(_xind, 2.) == 1.)
_x = 1. - _xcell;
if(blend == 0) {
if(mod(_yind, 2.) == 1.) {
if(_x > _y) gl_FragColor = col1;
else gl_FragColor = col2;
} else {
if(_x > _y) gl_FragColor = col2;
else gl_FragColor = col1;
}
} else {
if(_x > _y) gl_FragColor = mix(col1, col2, _y + (1. - _x));
else gl_FragColor = mix(col1, col2, _y - _x);
}
}