mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
88 lines
2.5 KiB
GLSL
88 lines
2.5 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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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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform float seed;
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uniform float colrSeed;
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uniform vec2 position;
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uniform int mode;
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uniform vec2 noiseX;
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uniform int noiseXUseSurf;
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uniform sampler2D noiseXSurf;
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uniform vec2 noiseY;
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uniform int noiseYUseSurf;
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uniform sampler2D noiseYSurf;
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uniform vec2 angle;
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uniform int angleUseSurf;
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uniform sampler2D angleSurf;
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float random1D (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed + 453.456, 100.) * 12.588) * 43758.5453123); }
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float random (in vec2 st, float _seed) { return mix(random1D(st, floor(_seed)), random1D(st, floor(_seed) + 1.), fract(_seed)); }
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void main() {
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float nsx = noiseX.x;
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if(noiseXUseSurf == 1) {
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vec4 _vMap = texture2D( noiseXSurf, v_vTexcoord );
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nsx = mix(noiseX.x, noiseX.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float nsy = noiseY.y;
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if(noiseYUseSurf == 1) {
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vec4 _vMap = texture2D( noiseYSurf, v_vTexcoord );
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nsy = mix(noiseY.x, noiseY.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = angle.x;
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if(angleUseSurf == 1) {
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vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
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ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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ang = radians(ang);
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = (ntx - position) * mat2(cos(ang), - sin(ang), sin(ang), cos(ang));
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float yy = floor(pos.y * nsy);
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float xx = (pos.x + random(vec2(1., yy), seed)) * nsx;
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float x0 = floor(xx);
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float x1 = floor(xx) + 1.;
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float prog = xx - x0;
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if(mode == 0) {
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float noise0 = random(vec2(x0, yy), colrSeed); // point before
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float noise1 = random(vec2(x1, yy), colrSeed); // point after
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gl_FragColor = vec4(vec3(mix(noise0, noise1, prog)), 1.);
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} else if(mode == 1) {
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gl_FragColor = vec4(vec3(prog), 1.);
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}
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}
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