Pixel-Composer/shaders/sh_grid/sh_grid.fsh
2024-03-19 15:49:29 +07:00

259 lines
7.0 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform vec2 dimension;
uniform float seed;
uniform int shiftAxis;
uniform int mode;
uniform int aa;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
uniform vec2 width;
uniform int widthUseSurf;
uniform sampler2D widthSurf;
uniform vec2 shift;
uniform int shiftUseSurf;
uniform sampler2D shiftSurf;
uniform vec4 gapCol;
uniform int gradient_use;
uniform int textureTruchet;
uniform float truchetSeed;
uniform float truchetThresX;
uniform float truchetThresY;
uniform vec2 truchetAngle;
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
#region //////////////////////////////////// GRADIENT ////////////////////////////////////
#define GRADIENT_LIMIT 128
uniform int gradient_blend;
uniform vec4 gradient_color[GRADIENT_LIMIT];
uniform float gradient_time[GRADIENT_LIMIT];
uniform int gradient_keys;
uniform int gradient_use_map;
uniform vec4 gradient_map_range;
uniform sampler2D gradient_map;
vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = linearToGamma(c1);
vec3 k2 = linearToGamma(c2);
return gammaToLinear(mix(k1, k2, t));
} #endregion
vec3 rgb2oklab(vec3 c) { #region
const mat3 kCONEtoLMS = mat3(
0.4121656120, 0.2118591070, 0.0883097947,
0.5362752080, 0.6807189584, 0.2818474174,
0.0514575653, 0.1074065790, 0.6302613616);
c = pow(c, vec3(2.2));
c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
return c;
} #endregion
vec3 oklab2rgb(vec3 c) { #region
const mat3 kLMStoCONE = mat3(
4.0767245293, -1.2681437731, -0.0041119885,
-3.3072168827, 2.6093323231, -0.7034763098,
0.2307590544, -0.3411344290, 1.7068625689);
c = kLMStoCONE * (c * c * c);
c = pow(c, vec3(1. / 2.2));
return c;
} #endregion
vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = rgb2oklab(c1);
vec3 k2 = rgb2oklab(c2);
return oklab2rgb(mix(k1, k2, t));
} #endregion
vec3 rgb2hsv(vec3 c) { #region
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
} #endregion
vec3 hsv2rgb(vec3 c) { #region
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} #endregion
float hueDist(float a0, float a1, float t) { #region
float da = fract(a1 - a0);
float ds = fract(2. * da) - da;
return a0 + ds * t;
} #endregion
vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
vec3 h1 = rgb2hsv(c1);
vec3 h2 = rgb2hsv(c2);
vec3 h = vec3(0.);
h.x = h.x + hueDist(h1.x, h2.x, t);
h.y = mix(h1.y, h2.y, t);
h.z = mix(h1.z, h2.z, t);
return hsv2rgb(h);
} #endregion
vec4 gradientEval(in float prog) { #region
if(gradient_use_map == 1) {
vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
return texture2D( gradient_map, samplePos );
}
vec4 col = vec4(0.);
for(int i = 0; i < GRADIENT_LIMIT; i++) {
if(gradient_time[i] == prog) {
col = gradient_color[i];
break;
} else if(gradient_time[i] > prog) {
if(i == 0)
col = gradient_color[i];
else {
float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
vec3 c0 = gradient_color[i - 1].rgb;
vec3 c1 = gradient_color[i].rgb;
float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
if(gradient_blend == 0)
col = vec4(mix(c0, c1, t), a);
else if(gradient_blend == 1)
col = gradient_color[i - 1];
else if(gradient_blend == 2)
col = vec4(hsvMix(c0, c1, t), a);
else if(gradient_blend == 3)
col = vec4(oklabMax(c0, c1, t), a);
else if(gradient_blend == 4)
col = vec4(rgbMix(c0, c1, t), a);
}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
}
}
return col;
} #endregion
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
void main() { #region
#region params
vec2 sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
float ang = angle.x;
if(angleUseSurf == 1) {
vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
ang = radians(ang);
float wid = width.x;
if(widthUseSurf == 1) {
vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float shf = shift.x;
if(shiftUseSurf == 1) {
vec4 _vMap = texture2D( shiftSurf, v_vTexcoord );
shf = mix(shift.x, shift.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 pos = v_vTexcoord - position, _pos;
float ratio = dimension.x / dimension.y;
_pos.x = pos.x * ratio * cos(ang) - pos.y * sin(ang);
_pos.y = pos.x * ratio * sin(ang) + pos.y * cos(ang);
if(shiftAxis == 0) {
shf /= sca.x;
float cellY = floor(_pos.y * sca.y);
float shiftX = mod(cellY, 2.) * shf;
_pos.x += shiftX;
} else {
shf /= sca.y;
float cellX = floor(_pos.x * sca.x);
float shiftY = mod(cellX, 2.) * shf;
_pos.y += shiftY;
}
vec2 sqSt = floor(_pos * sca) / sca;
vec2 _dist = _pos - sqSt;
vec2 nPos = abs(_dist * sca - vec2(0.5)) * 2.; //distance in x, y axis
float dist = 1. - max(nPos.x, nPos.y);
vec4 colr;
if(mode == 1) {
gl_FragColor = vec4(vec3(dist), 1.);
return;
}
if(mode == 0) {
colr = gradientEval(random(sqSt));
} else if(mode == 2) {
vec2 uv = fract(_pos * sca);
if(textureTruchet == 1) {
float rx = random(floor(_pos * sca) + truchetSeed / 100.);
float ry = random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.4864, 0.6879));
if(rx >= truchetThresX) uv.x = 1. - uv.x;
if(ry >= truchetThresY) uv.y = 1. - uv.y;
float ang = radians(truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(floor(_pos * sca) + truchetSeed / 100. + vec2(0.9843, 0.1636)));
uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5);
}
colr = texture2D( gm_BaseTexture, uv );
} else if(mode == 3) {
vec2 uv = fract(sqSt);
colr = texture2D( gm_BaseTexture, uv );
}
float _aa = 4. / max(dimension.x, dimension.y);
gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(wid - _aa, wid, dist) : step(wid, dist));
} #endregion