mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
106 lines
2.2 KiB
GLSL
106 lines
2.2 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
#define PI 3.14159265359
|
|
|
|
uniform vec2 dimension;
|
|
uniform vec2 position;
|
|
uniform int blend;
|
|
uniform int pattern;
|
|
uniform int iteration;
|
|
|
|
uniform vec2 amount;
|
|
uniform int amountUseSurf;
|
|
uniform sampler2D amountSurf;
|
|
|
|
uniform vec2 angle;
|
|
uniform int angleUseSurf;
|
|
uniform sampler2D angleSurf;
|
|
|
|
uniform vec2 width;
|
|
uniform int widthUseSurf;
|
|
uniform sampler2D widthSurf;
|
|
|
|
uniform vec4 col1;
|
|
uniform vec4 col2;
|
|
|
|
float pat_cross(vec2 p, float w) {
|
|
vec2 f = fract(abs(p));
|
|
vec2 c = abs(f - 0.5);
|
|
float sx, sy, m;
|
|
|
|
if(blend == 0) {
|
|
sx = step(w / 2., c.x);
|
|
sy = step(w / 2., c.y);
|
|
|
|
m = mod(sx + sy, 2.);
|
|
return m;
|
|
|
|
} else if(blend == 1) {
|
|
sx = abs(w / 2. - c.x);
|
|
sy = abs(w / 2. - c.y);
|
|
|
|
m = mod(sx + sy, 2.);
|
|
return m;
|
|
|
|
} else if(blend == 2) {
|
|
float d = 1. / max(dimension.x, dimension.y);
|
|
sx = smoothstep(w / 2. - d, w / 2. + d, c.x);
|
|
sy = smoothstep(w / 2. - d, w / 2. + d, c.y);
|
|
|
|
m = mod(sx + sy, 2.);
|
|
return m;
|
|
}
|
|
|
|
return 0.;
|
|
}
|
|
|
|
float pat_xor( vec2 p, int itr ) {
|
|
float res = 0.0;
|
|
|
|
for( int i = 0; i < itr; i++ ) {
|
|
res += mod( floor(p.x) + floor(p.y), 2.0 );
|
|
p *= 0.5;
|
|
res *= 0.5;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void main() {
|
|
#region params
|
|
float amo = amount.x;
|
|
if(amountUseSurf == 1) {
|
|
vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
|
|
amo = mix(amount.x, amount.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);
|
|
|
|
float wid = width.x;
|
|
if(widthUseSurf == 1) {
|
|
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
|
|
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
#endregion
|
|
|
|
vec2 a = dimension / dimension.y;
|
|
vec2 c = (v_vTexcoord - position) * a;
|
|
c *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
|
|
c *= amo;
|
|
|
|
if(pattern == 0) {
|
|
float ch = pat_cross(c, wid);
|
|
gl_FragColor = mix(col1, col2, ch);
|
|
|
|
} else if(pattern == 1) {
|
|
float ch = pat_xor(c, iteration);
|
|
gl_FragColor = mix(col1, col2, ch);
|
|
|
|
}
|
|
}
|