mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
88 lines
2.4 KiB
GLSL
88 lines
2.4 KiB
GLSL
//Shard noise
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//By ENDESGA
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float seed;
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uniform vec2 progress;
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uniform int progressUseSurf;
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uniform sampler2D progressSurf;
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float prog;
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uniform vec2 sharpness;
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uniform int sharpnessUseSurf;
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uniform sampler2D sharpnessSurf;
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float sharp;
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uniform vec2 scale;
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uniform int scaleUseSurf;
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uniform sampler2D scaleSurf;
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uniform vec2 dimension;
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uniform vec2 position;
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uniform float rotation;
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#define tau 6.283185307179586
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vec3 hash(vec3 p) { return fract(sin(vec3(
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dot(p, vec3(127.1324, 311.7874, 829.3683)) * (152.6178612 + seed / 10000.),
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dot(p, vec3(269.8355, 183.3961, 614.5965)) * (437.5453123 + seed / 10000.),
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dot(p, vec3(615.2689, 264.1657, 278.1687)) * (962.6718165 + seed / 10000.)
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)) * 43758.5453); }
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float shard_noise(in vec3 p, in float _sharp) {
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vec3 ip = floor(p);
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vec3 fp = fract(p);
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float v = 0., t = 0.;
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for (int z = -1; z <= 1; z++)
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for (int y = -1; y <= 1; y++)
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for (int x = -1; x <= 1; x++) {
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vec3 o = vec3(x, y, z);
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vec3 io = ip + o;
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vec3 h = hash(io);
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vec3 r = fp - (o + h);
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float w = exp2(-tau*dot(r, r));
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// tanh deconstruction and optimization by @Xor
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float s = _sharp * dot(r, hash(io + vec3(11, 31, 47)) - 0.5);
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v += w * s * inversesqrt(1.0 + s * s);
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t += w;
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}
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return ((v / t) * .5) + .5;
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}
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void main() {
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#region params
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vec2 sca = scale;
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if(scaleUseSurf == 1) {
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vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
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sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
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}
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prog = progress.x;
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if(progressUseSurf == 1) {
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vec4 _vMap = texture2D( progressSurf, v_vTexcoord );
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prog = mix(progress.x, progress.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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sharp = sharpness.x;
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if(sharpnessUseSurf == 1) {
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vec4 _vMap = texture2D( sharpnessSurf, v_vTexcoord );
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sharp = mix(sharpness.x, sharpness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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#endregion
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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float ang = radians(rotation);
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vec2 pos = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca / 16.;
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prog /= 100.;
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vec3 uv = vec3( pos + prog, prog * .5 );
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gl_FragColor = vec4( vec3(shard_noise(16.0 * uv, pow(sharp, 2.) * 20.)), 1. );
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} |