mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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76 lines
2.2 KiB
GLSL
76 lines
2.2 KiB
GLSL
// Fractal Brownian Motion
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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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 position;
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uniform float scale;
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uniform float seed;
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uniform int iteration;
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uniform int colored;
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uniform vec2 colorRanR;
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uniform vec2 colorRanG;
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uniform vec2 colorRanB;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float random (in vec2 st) { return fract(sin(dot(st.xy + mod(seed, 1000.), vec2(1892.9898, 78.23453))) * 437.54123); }
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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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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm (in vec2 st) {
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float value = 0.0;
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float amplitude = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
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float frequency = 0.;
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for (int i = 0; i < iteration; i++) {
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value += amplitude * noise(st);
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st *= 2.;
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amplitude *= .5;
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}
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return value;
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}
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void main() {
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vec2 pos = position + v_vTexcoord * scale;
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if(colored == 0)
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gl_FragColor = vec4(vec3(fbm(pos)), 1.0);
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else if(colored == 1) {
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float randR = colorRanR[0] + fbm(pos) * (colorRanR[1] - colorRanR[0]);
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float randG = colorRanG[0] + fbm(pos + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randB = colorRanB[0] + fbm(pos + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(randR, randG, randB, 1.0);
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} else if(colored == 2) {
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float randH = colorRanR[0] + fbm(pos) * (colorRanR[1] - colorRanR[0]);
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float randS = colorRanG[0] + fbm(pos + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randV = colorRanB[0] + fbm(pos + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
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}
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} |