mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
128 lines
2.9 KiB
GLSL
128 lines
2.9 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define PI 3.14159265359
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uniform vec2 dimension;
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uniform vec2 position;
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uniform int blend;
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uniform int pattern;
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uniform int iteration;
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uniform vec2 amount;
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uniform int amountUseSurf;
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uniform sampler2D amountSurf;
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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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uniform vec2 width;
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uniform int widthUseSurf;
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uniform sampler2D widthSurf;
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uniform vec4 col1;
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uniform vec4 col2;
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float pat_cross(vec2 p, float w) {
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vec2 f = fract(abs(p));
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vec2 c = abs(f - 0.5);
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float sx, sy, m;
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if(blend == 0) {
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sx = step(w / 2., c.x);
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sy = step(w / 2., c.y);
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m = mod(sx + sy, 2.);
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return m;
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} else if(blend == 1) {
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sx = abs(w / 2. - c.x);
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sy = abs(w / 2. - c.y);
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m = mod(sx + sy, 2.);
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return m;
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} else if(blend == 2) {
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float d = 1. / max(dimension.x, dimension.y);
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sx = smoothstep(w / 2. - d, w / 2. + d, c.x);
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sy = smoothstep(w / 2. - d, w / 2. + d, c.y);
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m = mod(sx + sy, 2.);
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return m;
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}
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return 0.;
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}
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float pat_xor( vec2 p, int itr ) {
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float res = 0.0;
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for( int i = 0; i < itr; i++ ) {
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res += mod( floor(p.x) + floor(p.y), 2.0 );
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p *= 0.5;
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res *= 0.5;
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}
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return res;
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}
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void main() {
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float amo = amount.x;
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if(amountUseSurf == 1) {
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vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
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amo = mix(amount.x, amount.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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float wid = width.x;
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if(widthUseSurf == 1) {
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vec4 _vMap = texture2D( widthSurf, v_vTexcoord );
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wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 a = dimension / dimension.y;
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vec2 c = (v_vTexcoord - position) * a;
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c *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
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c *= amo;
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if(pattern == 0) {
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float ch = pat_cross(c, wid);
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gl_FragColor = mix(col1, col2, ch);
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} else if(pattern == 1) {
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float ch = pat_xor(c, iteration);
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gl_FragColor = mix(col1, col2, ch);
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}
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}
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