mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
68 lines
1.4 KiB
GLSL
68 lines
1.4 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 position;
|
|
uniform float rotation;
|
|
uniform vec2 scale;
|
|
uniform int iteration;
|
|
uniform float bright;
|
|
|
|
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
|
|
|
|
float noise (in vec2 st) {
|
|
vec2 i = floor(st);
|
|
vec2 f = fract(st);
|
|
|
|
float _my = abs(i.y - (floor(i.y / 2.) * 2.));
|
|
|
|
float a, b, c;
|
|
|
|
if(_my < 1.) {
|
|
if(f.x > f.y) {
|
|
a = random(i);
|
|
b = random(i + vec2(1.0, 0.0));
|
|
c = random(i + vec2(1.0, 1.0));
|
|
} else {
|
|
a = random(i);
|
|
b = random(i + vec2(0.0, 1.0));
|
|
c = random(i + vec2(1.0, 1.0));
|
|
}
|
|
} else {
|
|
if(1. - f.x < f.y) {
|
|
a = random(i);
|
|
b = random(i + vec2(1.0, 0.0));
|
|
c = random(i + vec2(1.0, 1.0));
|
|
} else {
|
|
a = random(i);
|
|
b = random(i + vec2(0.0, 1.0));
|
|
c = random(i + vec2(1.0, 1.0));
|
|
}
|
|
}
|
|
|
|
vec2 u = f * f * (3.0 - 2.0 * f);
|
|
return mix(mix(a, b, u.x), c, u.y);
|
|
}
|
|
|
|
void main() {
|
|
float ang = radians(rotation);
|
|
vec2 pos = position / u_resolution;
|
|
vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
|
|
|
|
float amp = bright;
|
|
float n = 0.;
|
|
|
|
for(int i = 0; i < iteration; i++) {
|
|
n += noise(st) * amp;
|
|
|
|
amp *= .5;
|
|
pos *= 2.;
|
|
}
|
|
|
|
|
|
gl_FragColor = vec4(vec3(n), 1.0);
|
|
}
|