mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 04:35:24 +01:00
56 lines
1.6 KiB
GLSL
56 lines
1.6 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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#define PI 3.14159265359
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float scale;
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uniform float strength;
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uniform float seed;
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float random (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + (seed + _seed))); }
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float noise (in vec2 st, float _seed) {
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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, _seed);
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float b = random(i + vec2(1.0, 0.0), _seed);
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float c = random(i + vec2(0.0, 1.0), _seed);
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float d = random(i + vec2(1.0, 1.0), _seed);
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// Cubic Hermine Curve. Same as SmoothStep()
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vec2 u = f * f * (3.0 - 2.0 * f);
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// Mix 4 coorners percentages
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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void main() {
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float sX = noise(v_vTexcoord * scale, 1.986458) * 2. - 1.;
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float sY = noise(v_vTexcoord * scale, 5.648630) * 2. - 1.;
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gl_FragColor = vec4(sX * strength, sY * strength, 0., 1.);
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}
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