mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
68 lines
1.9 KiB
GLSL
68 lines
1.9 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform float seed;
|
|
uniform float colrSeed;
|
|
uniform vec2 position;
|
|
uniform int mode;
|
|
|
|
uniform vec2 noiseX;
|
|
uniform int noiseXUseSurf;
|
|
uniform sampler2D noiseXSurf;
|
|
|
|
uniform vec2 noiseY;
|
|
uniform int noiseYUseSurf;
|
|
uniform sampler2D noiseYSurf;
|
|
|
|
uniform vec2 angle;
|
|
uniform int angleUseSurf;
|
|
uniform sampler2D angleSurf;
|
|
|
|
float random1D (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed + 453.456, 100.) * 12.588) * 43758.5453123); }
|
|
|
|
float random (in vec2 st, float _seed) { return mix(random1D(st, floor(_seed)), random1D(st, floor(_seed) + 1.), fract(_seed)); }
|
|
|
|
void main() {
|
|
#region params
|
|
float nsx = noiseX.x;
|
|
if(noiseXUseSurf == 1) {
|
|
vec4 _vMap = texture2D( noiseXSurf, v_vTexcoord );
|
|
nsx = mix(noiseX.x, noiseX.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
float nsy = noiseY.y;
|
|
if(noiseYUseSurf == 1) {
|
|
vec4 _vMap = texture2D( noiseYSurf, v_vTexcoord );
|
|
nsy = mix(noiseY.x, noiseY.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);
|
|
#endregion
|
|
|
|
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
|
|
vec2 pos = (ntx - position) * mat2(cos(ang), - sin(ang), sin(ang), cos(ang));
|
|
|
|
float yy = floor(pos.y * nsy);
|
|
float xx = (pos.x + random(vec2(1., yy), seed)) * nsx;
|
|
|
|
float x0 = floor(xx);
|
|
float x1 = floor(xx) + 1.;
|
|
float prog = xx - x0;
|
|
|
|
if(mode == 0) {
|
|
float noise0 = random(vec2(x0, yy), colrSeed); // point before
|
|
float noise1 = random(vec2(x1, yy), colrSeed); // point after
|
|
|
|
gl_FragColor = vec4(vec3(mix(noise0, noise1, prog)), 1.);
|
|
|
|
} else if(mode == 1) {
|
|
gl_FragColor = vec4(vec3(prog), 1.);
|
|
}
|
|
}
|