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

92 lines
2.3 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_==_######################@~
// 3D Voronio noise by Pixel
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float seed;
uniform float contrast;
uniform float middle;
uniform float rotation;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
vec3 hash(vec3 p) { return fract(sin(vec3(dot(p, vec3(1.0, 57.0, 113.0)), dot(p, vec3(57.0, 113.0, 1.0)), dot(p, vec3(113.0, 1.0, 57.0)))) * 438.54); }
float voronoi3d(in vec3 x, in float sca) {
vec3 p = floor(x);
vec3 f = fract(x);
float id = 0.0;
vec2 res = vec2(100.0);
for (int k = -1; k <= 1; k++)
for (int j = -1; j <= 1; j++)
for (int i = -1; i <= 1; i++) {
vec3 b = vec3(float(i), float(j), float(k));
vec3 pb = mod(p + b, sca * 2.);
vec3 r = vec3(b) - f + hash(pb);
float d = dot(r, r);
float cond = max(sign(res.x - d), 0.0);
float nCond = 1.0 - cond;
float cond2 = nCond * max(sign(res.y - d), 0.0);
float nCond2 = 1.0 - cond2;
id = (dot(pb, vec3(1.0, 57.0, 113.0)) * cond) + (id * nCond);
res = vec2(d, res.x) * cond + res * nCond;
res.y = cond2 * d + nCond2 * res.y;
}
return res.y;
}
void main() {
float sca = scale.x;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float ang = rotation;
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
vec2 pos = position / dimension;
vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca * 0.75;
float n = voronoi3d(vec3(st, seed), sca);
n = middle + (n - middle) * contrast;
gl_FragColor = vec4(vec3(n), 1.);
}