mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
116 lines
2.9 KiB
GLSL
116 lines
2.9 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform int gradient_use;
|
|
uniform int gradient_blend;
|
|
uniform vec4 gradient_color[16];
|
|
uniform float gradient_time[16];
|
|
uniform int gradient_keys;
|
|
|
|
uniform vec4 color0;
|
|
uniform vec4 color1;
|
|
|
|
uniform vec2 dimension;
|
|
uniform vec2 position;
|
|
uniform float angle;
|
|
uniform float amount;
|
|
uniform float rand;
|
|
uniform int blend;
|
|
|
|
#define PI 3.14159265359
|
|
|
|
float random (in vec2 st) {
|
|
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
|
|
}
|
|
|
|
vec3 rgb2hsv(vec3 c) {
|
|
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);
|
|
}
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
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);
|
|
}
|
|
|
|
float hueDist(float a0, float a1, float t) {
|
|
float da = fract(a1 - a0);
|
|
float ds = fract(2. * da) - da;
|
|
return a0 + ds * t;
|
|
}
|
|
|
|
vec3 hsvMix(vec3 c1, vec3 c2, float t) {
|
|
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);
|
|
}
|
|
|
|
vec4 gradientEval(in float prog) {
|
|
vec4 col = vec4(0.);
|
|
|
|
for(int i = 0; i < 16; 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]);
|
|
if(gradient_blend == 0)
|
|
col = mix(gradient_color[i - 1], gradient_color[i], t);
|
|
else if(gradient_blend == 1)
|
|
col = gradient_color[i - 1];
|
|
else if(gradient_blend == 2)
|
|
col = vec4(hsvMix(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), 1.);
|
|
}
|
|
break;
|
|
}
|
|
if(i >= gradient_keys - 1) {
|
|
col = gradient_color[gradient_keys - 1];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return col;
|
|
}
|
|
|
|
void main() {
|
|
vec2 pos = v_vTexcoord - position;
|
|
float ratio = dimension.x / dimension.y;
|
|
float prog = pos.x * ratio * cos(angle) - pos.y * sin(angle);
|
|
float _a = 1. / amount;
|
|
|
|
float slot = floor(prog / _a);
|
|
float ground = (slot + (random(vec2(slot + 0.)) * 2. - 1.) * rand * 0.5 + 0.) * _a;
|
|
float ceiling = (slot + (random(vec2(slot + 1.)) * 2. - 1.) * rand * 0.5 + 1.) * _a;
|
|
float _s = (prog - ground) / (ceiling - ground);
|
|
|
|
if(gradient_use == 0) {
|
|
if(blend == 0) {
|
|
gl_FragColor = _s > .5? color0 : color1;
|
|
} else
|
|
gl_FragColor = vec4(vec3(sin(_s * 2. * PI) * 0.5 + 0.5), 1.);
|
|
} else {
|
|
if(_s > .5)
|
|
gl_FragColor = vec4(gradientEval(random(vec2(slot))).rgb, 1.);
|
|
else
|
|
gl_FragColor = vec4(gradientEval(random(vec2(slot + 1.))).rgb, 1.);
|
|
}
|
|
}
|