Pixel-Composer/shaders/sh_perlin_extra/sh_perlin_extra.fsh

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5.9 KiB
GLSL

#define TAU 6.28318530718
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int type;
uniform vec2 dimension;
uniform vec2 position;
uniform float rotation;
uniform int iteration;
uniform float seed;
uniform int tile;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
vec2 sca;
uniform vec2 paramA;
uniform int paramAUseSurf;
uniform sampler2D paramASurf;
float A;
uniform vec2 paramB;
uniform int paramBUseSurf;
uniform sampler2D paramBSurf;
float B;
uniform int colored;
uniform vec2 colorRanR;
uniform vec2 colorRanG;
uniform vec2 colorRanB;
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 random (in vec2 st, float seed) { return fract(sin(dot(st.xy + vec2(21.4564, 46.8564), vec2(12.9898, 78.233))) * (43758.5453123 + seed)); }
float randomFloat (in vec2 st, float seed) { #region
float sedSt = floor(seed);
float sedFr = fract(seed);
//sedFr = sedFr * sedFr * (3.0 - 2.0 * sedFr);
return mix(random(st, sedSt), random(st, sedSt + 1.), sedFr);
} #endregion
float smooth(in float n, in float itr) { #region
float _fr = fract(itr);
float _itr = floor(itr);
for(float i = 0.; i < _itr; i++)
n = n * n * (3.0 - 2.0 * n);
float _n1 = n * n * (3.0 - 2.0 * n);
return mix(n, _n1, _fr);
} #endregion
vec2 random2 (in vec2 st, float seed) { return vec2(randomFloat(st, seed), randomFloat(st, seed + 1.864354564)); }
float noise (in vec2 st, in vec2 scale) { #region
vec2 cellMin = floor(st);
vec2 cellMax = floor(st) + vec2(1., 1.);
if(tile == 1) {
cellMin = mod(cellMin, scale);
cellMax = mod(cellMax, scale);
}
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
if(type == 4) {
u.x = smooth(f.x, 2. + A * 4.);
u.y = smooth(f.y, 2. + A * 4.);
}
float a = 0., b = 0., c = 0., d = 0.;
if(type == 0) {
a = dot( random2(vec2(cellMin.x, cellMin.y) * 2. - 1., seed), f - vec2(0., 0.) );
b = dot( random2(vec2(cellMax.x, cellMin.y) * 2. - 1., seed), f - vec2(1., 0.) );
c = dot( random2(vec2(cellMin.x, cellMax.y) * 2. - 1., seed), f - vec2(0., 1.) );
d = dot( random2(vec2(cellMax.x, cellMax.y) * 2. - 1., seed), f - vec2(1., 1.) );
return abs(mix(mix(a, b, u.x), mix(c, d, u.x), u.y));
} else {
a = randomFloat(vec2(cellMin.x, cellMin.y), seed);
b = randomFloat(vec2(cellMax.x, cellMin.y), seed);
c = randomFloat(vec2(cellMin.x, cellMax.y), seed);
d = randomFloat(vec2(cellMax.x, cellMax.y), seed);
float _m = mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
return _m;
}
return 0.;
} #endregion
float _perlin(in vec2 st) { #region
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
if(type == 0) amp = pow(2., float(iteration) + 1.) / (pow(2., float(iteration)) - 1.);
if(type == 3) amp *= 1.25;
float n = 0., m = 0.;
vec2 pos = st;
vec2 sc = sca;
float it = float(iteration);
if(type == 3) it *= 3.;
for(float i = 0.; i < it; i++) {
float _n = noise(pos, sc);
if(type == 3) {
m += _n * amp;
if(mod(i, 3.) == 2.) {
n += smoothstep(0.5 - A, 0.5 + A, m) * amp;
m = 0.;
sc /= 1.5;
amp /= .75;
pos /= 1.5;
} else {
sc *= 1.5;
amp *= .75;
pos *= 1.5;
}
} else if(type == 4) {
n += smooth(_n, 1. + A * 5. * i / it) * amp;
} else if(type == 5) {
n = max(n, _n);
sc *= 1. + A * 0.1;
pos *= 1. + A * 0.1;
} else
n += _n * amp;
pos += random2(vec2(float(i)), 0.574186) * sc;
if(type == 1) {
sc *= 2.;
amp *= .5;
pos *= 1. + _n + A;
} else if(type == 2) {
sc *= 2.;
amp *= .5;
pos += random2(vec2(n), seed) / sc;
pos *= (2. + A);
} else if(type == 3) {
} else if(type == 5) {
} else {
sc *= 2.;
amp *= .5;
pos *= 2.;
}
}
return n;
} #endregion
float perlin(in vec2 st) { #region
if(type == 6) {
float p1 = _perlin(st - vec2( 1., 0.) / sca * (1. + A));
float p2 = _perlin(st - vec2( 0., 1.) / sca * (1. + A));
float p3 = _perlin(st - vec2(-1., 0.) / sca * (1. + A));
float p4 = _perlin(st - vec2( 0., -1.) / sca * (1. + A));
return abs(p1 - p3) + abs(p2 - p4);
}
return _perlin(st);
} #endregion
void main() { #region
#region params
sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
A = paramA.x;
if(paramAUseSurf == 1) {
vec4 _vMap = texture2D( paramASurf, v_vTexcoord );
A = mix(paramA.x, paramA.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
B = paramB.x;
if(paramBUseSurf == 1) {
vec4 _vMap = texture2D( paramBSurf, v_vTexcoord );
B = mix(paramB.x, paramB.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
float ang = radians(rotation);
vec2 uv = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca;
if(colored == 0) {
gl_FragColor = vec4(vec3(perlin(uv)), 1.0);
} else if(colored == 1) {
float randR = colorRanR[0] + perlin(uv ) * (colorRanR[1] - colorRanR[0]);
float randG = colorRanG[0] + perlin(uv + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randB = colorRanB[0] + perlin(uv + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(randR, randG, randB, 1.0);
} else if(colored == 2) {
float randH = colorRanR[0] + perlin(uv ) * (colorRanR[1] - colorRanR[0]);
float randS = colorRanG[0] + perlin(uv + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randV = colorRanB[0] + perlin(uv + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
} #endregion