Pixel-Composer/build/Windows/0/cache/sh_noise_bubble.shader

71 lines
1.9 KiB
GLSL

//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
#define TAU 6.28318530718
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform float density;
uniform float seed;
uniform vec2 scale;
uniform vec2 alpha;
uniform int mode;
uniform int render;
uniform float thickness;
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(1., 6.), vec2(2., 7.))) * (1. + seed / 100.)); }
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
vec2 tx = 1. / dimension;
vec2 ps = ntx;
float w = 0.;
vec2 dim = dimension;
vec2 pos = ps;
float _t = min(tx.x, tx.y) / 2.;
float rp = dim.x;
int amo = int(density * rp);
for (int i = 0; i < amo; i++) {
float _x = random(vec2(float(i), 1.));
float _y = random(vec2(1., float(i)));
float _s = mix(scale.x, scale.y, random(vec2(2., float(i))));
float _a = mix(alpha.x, alpha.y, random(vec2(float(i), 2.)));
float dst = 1. - distance(pos, vec2(_x, _y));
float st;
if(mode == 0) st = smoothstep(1. - max(_t, thickness), 1., 1. - abs(dst - (1. - _s))) * _a;
else if(mode == 1) st = smoothstep(1. - _s - thickness, 1. - _s + thickness, max(0., dst)) * _a;
if(render == 0) w = max(w, st);
else if(render == 1) w += st;
}
gl_FragColor = vec4(vec3(w), 1.);
}