mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
74 lines
1.8 KiB
GLSL
74 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 position;
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uniform float scale;
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uniform int pattern;
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uniform float time;
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uniform float contrast;
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uniform float middle;
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uniform float radiusScale;
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uniform float radiusShatter;
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#define PI 3.14159265359
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#define TAU 6.283185307179586
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vec2 random2( vec2 p ) {
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return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453);
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}
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
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}
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void main() {
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vec2 pos = position / dimension;
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vec2 st = v_vTexcoord - pos;
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vec3 color = vec3(.0);
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st *= scale;
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float m_dist = 1.;
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if(pattern == 0) {
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x),float(y));
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vec2 point = random2(i_st + neighbor);
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point = 0.5 + 0.5 * sin(time + 6.2831 * point);
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vec2 _diff = neighbor + point - f_st;
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float dist = length(_diff);
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m_dist = min(m_dist, dist);
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}
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}
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} else if(pattern == 1) {
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for (int j = 0; j <= int(scale / 2.); j++) {
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int _amo = int(scale) + int(float(j) * radiusShatter);
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for (int i = 0; i <= _amo; i++) {
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float ang = TAU / float(_amo) * float(i) + float(j) + random(vec2(0.684, 1.387)) + time;
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float rad = pow(float(j) / scale, radiusScale) * scale * .5 + random(vec2(ang)) * 0.1;
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vec2 point = vec2(cos(ang) * rad, sin(ang) * rad) + pos;
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vec2 _diff = point - v_vTexcoord;
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float dist = length(_diff);
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m_dist = min(m_dist, dist);
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}
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}
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}
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color += m_dist;
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vec3 c = middle + (color - middle) * contrast;
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gl_FragColor = vec4(c, 1.0);
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}
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