mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
311 lines
8.4 KiB
GLSL
311 lines
8.4 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 position;
|
|
uniform vec2 dimension;
|
|
uniform float seed;
|
|
uniform int shiftAxis;
|
|
uniform int mode;
|
|
uniform int aa;
|
|
|
|
uniform vec2 scale;
|
|
uniform int scaleUseSurf;
|
|
uniform sampler2D scaleSurf;
|
|
|
|
uniform vec2 angle;
|
|
uniform int angleUseSurf;
|
|
uniform sampler2D angleSurf;
|
|
|
|
uniform vec2 width;
|
|
uniform int widthUseSurf;
|
|
uniform sampler2D widthSurf;
|
|
|
|
uniform vec2 shift;
|
|
uniform int shiftUseSurf;
|
|
uniform sampler2D shiftSurf;
|
|
|
|
uniform float secScale;
|
|
uniform float secShift;
|
|
uniform float gapAcc;
|
|
uniform vec4 gapCol;
|
|
uniform int gradient_use;
|
|
uniform vec2 level;
|
|
|
|
uniform int diagonal;
|
|
uniform int uniformSize;
|
|
|
|
uniform int textureTruchet;
|
|
uniform float truchetSeed;
|
|
uniform float truchetThresX;
|
|
uniform float truchetThresY;
|
|
uniform vec2 truchetAngle;
|
|
|
|
uniform float randShift;
|
|
uniform float randShiftSeed;
|
|
uniform float randScale;
|
|
uniform float randScaleSeed;
|
|
|
|
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
|
|
|
|
#region //////////////////////////////////// GRADIENT ////////////////////////////////////
|
|
#define GRADIENT_LIMIT 128
|
|
|
|
uniform int gradient_blend;
|
|
uniform vec4 gradient_color[GRADIENT_LIMIT];
|
|
uniform float gradient_time[GRADIENT_LIMIT];
|
|
uniform int gradient_keys;
|
|
uniform int gradient_use_map;
|
|
uniform vec4 gradient_map_range;
|
|
uniform sampler2D gradient_map;
|
|
|
|
vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
|
|
vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
|
|
|
|
vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
|
|
vec3 k1 = linearToGamma(c1);
|
|
vec3 k2 = linearToGamma(c2);
|
|
|
|
return gammaToLinear(mix(k1, k2, t));
|
|
} #endregion
|
|
|
|
vec3 rgb2oklab(vec3 c) { #region
|
|
const mat3 kCONEtoLMS = mat3(
|
|
0.4121656120, 0.2118591070, 0.0883097947,
|
|
0.5362752080, 0.6807189584, 0.2818474174,
|
|
0.0514575653, 0.1074065790, 0.6302613616);
|
|
|
|
c = pow(c, vec3(2.2));
|
|
c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
|
|
|
|
return c;
|
|
} #endregion
|
|
|
|
vec3 oklab2rgb(vec3 c) { #region
|
|
const mat3 kLMStoCONE = mat3(
|
|
4.0767245293, -1.2681437731, -0.0041119885,
|
|
-3.3072168827, 2.6093323231, -0.7034763098,
|
|
0.2307590544, -0.3411344290, 1.7068625689);
|
|
|
|
c = kLMStoCONE * (c * c * c);
|
|
c = pow(c, vec3(1. / 2.2));
|
|
|
|
return c;
|
|
} #endregion
|
|
|
|
vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
|
|
vec3 k1 = rgb2oklab(c1);
|
|
vec3 k2 = rgb2oklab(c2);
|
|
|
|
return oklab2rgb(mix(k1, k2, t));
|
|
} #endregion
|
|
|
|
vec3 rgb2hsv(vec3 c) { #region
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 0.0000000001;
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
} #endregion
|
|
|
|
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 hueDist(float a0, float a1, float t) { #region
|
|
float da = fract(a1 - a0);
|
|
float ds = fract(2. * da) - da;
|
|
return a0 + ds * t;
|
|
} #endregion
|
|
|
|
vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
|
|
vec3 h1 = rgb2hsv(c1);
|
|
vec3 h2 = rgb2hsv(c2);
|
|
|
|
vec3 h = vec3(0.);
|
|
h.x = h.x + hueDist(h1.x, h2.x, t);
|
|
h.y = mix(h1.y, h2.y, t);
|
|
h.z = mix(h1.z, h2.z, t);
|
|
|
|
return hsv2rgb(h);
|
|
} #endregion
|
|
|
|
vec4 gradientEval(in float prog) { #region
|
|
if(gradient_use_map == 1) {
|
|
vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
|
|
return texture2D( gradient_map, samplePos );
|
|
}
|
|
|
|
vec4 col = vec4(0.);
|
|
|
|
for(int i = 0; i < GRADIENT_LIMIT; i++) {
|
|
if(gradient_time[i] == prog) {
|
|
col = gradient_color[i];
|
|
break;
|
|
} else if(gradient_time[i] > prog) {
|
|
if(i == 0)
|
|
col = gradient_color[i];
|
|
else {
|
|
float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
|
|
vec3 c0 = gradient_color[i - 1].rgb;
|
|
vec3 c1 = gradient_color[i].rgb;
|
|
float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
|
|
|
|
if(gradient_blend == 0)
|
|
col = vec4(mix(c0, c1, t), a);
|
|
|
|
else if(gradient_blend == 1)
|
|
col = gradient_color[i - 1];
|
|
|
|
else if(gradient_blend == 2)
|
|
col = vec4(hsvMix(c0, c1, t), a);
|
|
|
|
else if(gradient_blend == 3)
|
|
col = vec4(oklabMax(c0, c1, t), a);
|
|
|
|
else if(gradient_blend == 4)
|
|
col = vec4(rgbMix(c0, c1, t), a);
|
|
}
|
|
break;
|
|
}
|
|
if(i >= gradient_keys - 1) {
|
|
col = gradient_color[gradient_keys - 1];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return col;
|
|
} #endregion
|
|
|
|
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
|
|
|
|
void main() {
|
|
#region params
|
|
vec2 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.));
|
|
}
|
|
|
|
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.);
|
|
}
|
|
|
|
float shf = shift.x;
|
|
if(shiftUseSurf == 1) {
|
|
vec4 _vMap = texture2D( shiftSurf, v_vTexcoord );
|
|
shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
#endregion
|
|
|
|
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
|
|
|
|
if(mode == 1) {
|
|
vec2 px = floor((ntx - position) * dimension);
|
|
|
|
sca = floor(sca);
|
|
vec2 scaG = sca - (gapAcc + 1.);
|
|
|
|
if(diagonal == 0) {
|
|
vec2 fl = floor(px / sca) * sca;
|
|
vec2 fr = px - fl;
|
|
|
|
if(fr.x > scaG.x || fr.y > scaG.y)
|
|
gl_FragColor = gapCol;
|
|
|
|
else
|
|
gl_FragColor = gradientEval(random(fl));
|
|
|
|
} else if(diagonal == 1) {
|
|
float _x = px.x + px.y;
|
|
float _y = -px.x + px.y;
|
|
|
|
float mx = mod(_x, sca.x);
|
|
float my = mod(_y, sca.y);
|
|
|
|
if(mx > scaG.x || my > scaG.y)
|
|
gl_FragColor = gapCol;
|
|
|
|
else
|
|
gl_FragColor = gradientEval(random(vec2(_x, _y) - vec2(mx, my)));
|
|
|
|
}
|
|
return;
|
|
}
|
|
|
|
sca = dimension / sca;
|
|
|
|
vec2 pos = ntx - position, _pos;
|
|
float ratio = dimension.x / dimension.y;
|
|
_pos.x = pos.x * ratio * cos(ang) - pos.y * sin(ang);
|
|
_pos.y = pos.x * ratio * sin(ang) + pos.y * cos(ang);
|
|
|
|
shf /= sca[shiftAxis];
|
|
int antiAxis = shiftAxis == 0? 1 : 0;
|
|
|
|
float cell = floor(_pos[antiAxis] * sca[antiAxis]);
|
|
float _sec = mod(cell, 2.);
|
|
float _shft = (_sec * secShift) + (cell * shf);
|
|
float _rdsh = randShift * (random(randShiftSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.);
|
|
_shft += _rdsh;
|
|
|
|
float _scas = (_sec * secScale) + (1.);
|
|
float _rdsc = randScale * (random(randScaleSeed / 1000. + vec2(cell / dimension.x)) * 2. - 1.);
|
|
_scas += _rdsc;
|
|
|
|
if(shiftAxis == 0) { _pos.x += _shft; sca.x *= _scas; }
|
|
else if(shiftAxis == 1) { _pos.y += _shft; sca.y *= _scas; }
|
|
|
|
vec2 sqSt = floor(_pos * sca) / sca;
|
|
vec2 _dist = _pos - sqSt;
|
|
vec2 nPos = abs(_dist * sca - vec2(0.5)) * 2.; //distance in x, y axis
|
|
float rat = uniformSize == 1? sca.y / sca.x : 1.;
|
|
float dist = 1. - max((nPos.x - 1.) * rat + 1., nPos.y);
|
|
|
|
vec4 colr;
|
|
|
|
if(mode == 2) {
|
|
dist = (dist - level.x) / (level.y - level.x);
|
|
gl_FragColor = vec4(vec3(dist), 1.);
|
|
return;
|
|
}
|
|
|
|
if(mode == 0) {
|
|
colr = gradientEval(random(sqSt));
|
|
|
|
} else if(mode == 3) {
|
|
vec2 uv = fract(_pos * sca);
|
|
|
|
if(textureTruchet == 1) {
|
|
float rx = random(floor(_pos * sca) + truchetSeed / 100.);
|
|
float ry = random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.4864, 0.6879));
|
|
|
|
if(rx >= truchetThresX) uv.x = 1. - uv.x;
|
|
if(ry >= truchetThresY) uv.y = 1. - uv.y;
|
|
|
|
float ang = radians(truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.9843, 0.1636)));
|
|
uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5);
|
|
}
|
|
|
|
colr = texture2D( gm_BaseTexture, uv );
|
|
|
|
} else if(mode == 4) {
|
|
vec2 uv = fract(sqSt);
|
|
colr = texture2D( gm_BaseTexture, uv );
|
|
}
|
|
|
|
float _aa = 4. / max(dimension.x, dimension.y);
|
|
gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(wid - _aa, wid, dist) : step(wid, dist));
|
|
}
|