mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
86 lines
1.8 KiB
GLSL
86 lines
1.8 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 scale;
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uniform int axis;
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uniform float shift;
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uniform float dissolve;
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uniform vec2 dissolveSca;
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uniform int dissolveItr;
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///////////////////// PERLIN START /////////////////////
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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// Cubic Hermine Curve. Same as SmoothStep()
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vec2 u = f * f * (3.0 - 2.0 * f);
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// Mix 4 coorners percentages
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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float perlin ( vec2 pos, int iteration ) {
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float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
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float n = 0.;
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for(int i = 0; i < iteration; i++) {
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n += noise(pos) * amp;
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amp *= .5;
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pos *= 2.;
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}
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return n;
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}
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///////////////////// PERLIN END /////////////////////
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void main() {
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gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
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if(gl_FragColor.a == 0.) return;
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vec2 px = v_vTexcoord * dimension;
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float _x = px.x;
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float _y = px.y;
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if(axis == 1) {
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float _z = _x;
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_x = _y;
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_y = _z;
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}
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vec2 sca = scale + 1.;
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float rowInd = floor(_y / sca.y);
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float rowPos = _y - rowInd * sca.y;
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if(rowPos > scale.y) return;
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if(mod(rowInd, 2.) >= 1.)
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_x += shift;
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float colInd = floor(_x / sca.x);
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float colPos = _x - colInd * sca.x;
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if(colPos > scale.x) return;
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if(dissolve > 0. && perlin( vec2( colInd, rowInd ) / dissolveSca, dissolveItr ) <= dissolve )
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return;
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gl_FragColor = v_vColour;
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}
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