mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
67 lines
1.6 KiB
GLSL
67 lines
1.6 KiB
GLSL
//Cristal noise by doolhong
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//https://www.shadertoy.com/view/XX33zs
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define PI 3.141592
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#define TAU 6.283184
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uniform vec2 dimension;
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uniform vec2 scale;
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uniform vec2 position;
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uniform int iteration;
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uniform float seed;
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uniform vec4 color;
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uniform float gamma;
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uniform float phase;
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mat2 rotMat(in float r){
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r = radians(r);
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float c = cos(r);
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float s = sin(r);
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return mat2(c, -s, s, c);
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}
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float abs1d(in float x){ return abs(fract(x) - 0.5); }
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vec2 abs2d(in vec2 v) { return abs(fract(v) - 0.5); }
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float cos1d(float p) { return cos(p * TAU) * 0.25 + 0.25;}
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float sin1d(float p) { return sin(p * TAU) * 0.25 + 0.25;}
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vec3 Oilnoise(in vec2 pos, in vec3 RGB) {
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vec2 q = vec2(0.0);
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float result = 0.0;
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float s = 2.2;
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float gain = 6.6 / float(iteration);
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vec2 aPos = abs2d(pos) * 0.5;//add pos
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for(int i = 0; i < iteration; i++) {
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pos *= rotMat(phase);
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q = pos * s + seed;
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q = pos * s + aPos + seed;
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q = vec2(cos(q));
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result += sin1d(dot(q, vec2(0.3))) * gain;
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s *= 1.07;
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aPos += cos(smoothstep(0.0,0.15,q));
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aPos *= rotMat(5.0);
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aPos *= 1.232;
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}
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result = pow(result, 4.504);
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return clamp( RGB / abs1d(dot(q, vec2(-0.240, 0.))) * .5 / result, vec3(0.), vec3(1.));
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}
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void main() {
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = ntx * scale + position;
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vec3 col = Oilnoise(pos, color.rgb * gamma);
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gl_FragColor = vec4(col, 1.0);
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}
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