mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
79 lines
2 KiB
GLSL
79 lines
2 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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//
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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 float time;
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uniform float contrast;
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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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void main() {
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 st = ntx + position;
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vec3 color = vec3(.0);
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// Scale
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st *= scale;
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// Tile the space
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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float m_dist = 1.; // minimum distance
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float tres = 1.;
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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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// Neighbor place in the grid
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vec2 neighbor = vec2(float(x),float(y));
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// Random position from current + neighbor place in the grid
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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 px = neighbor + point;
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vec2 _diff = px - f_st;
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// Distance to the point
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float dist = length(_diff);
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if(dist < tres)
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m_dist = dist;
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}
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}
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// Draw the min distance (distance field)
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color += m_dist;
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vec3 c = 0.5 + (color - 0.5) * contrast;
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gl_FragColor = vec4(c, 1.0);
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}
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