Pixel-Composer/shaders/sh_perlin_tiled/sh_perlin_tiled.fsh
2023-02-28 15:43:01 +07:00

55 lines
1.7 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform vec2 u_resolution;
uniform vec2 scale;
uniform int iteration;
uniform float seed;
uniform int tile;
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 noise (in vec2 st, in vec2 scale) {
vec2 cellMin = tile == 1? mod(floor(st), scale) : floor(st);
vec2 cellMax = tile == 1? mod(floor(st) + vec2(1., 1.), scale) : floor(st) + vec2(1., 1.);
vec2 f = fract(st);
// Four corners in 2D of a tile
float sedSt = floor(seed);
float sedFr = fract(seed);
float a = mix(random(vec2(cellMin.x, cellMin.y), sedSt), random(vec2(cellMin.x, cellMin.y), sedSt + 1.), sedFr);
float b = mix(random(vec2(cellMax.x, cellMin.y), sedSt), random(vec2(cellMax.x, cellMin.y), sedSt + 1.), sedFr);
float c = mix(random(vec2(cellMin.x, cellMax.y), sedSt), random(vec2(cellMin.x, cellMax.y), sedSt + 1.), sedFr);
float d = mix(random(vec2(cellMax.x, cellMax.y), sedSt), random(vec2(cellMax.x, cellMax.y), sedSt + 1.), sedFr);
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f * f * (3.0 - 2.0 * f);
// Mix 4 coorners percentages
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
void main() {
vec2 pos = (v_vTexcoord + position) * scale;
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
float n = 0.;
vec2 sc = scale;
for(int i = 0; i < iteration; i++) {
n += noise(pos, sc) * amp;
sc *= 2.;
amp *= .5;
pos *= 2.;
}
gl_FragColor = vec4(vec3(n), 1.0);
}