mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
92 lines
2.3 KiB
GLSL
92 lines
2.3 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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// 3D Voronio noise by Pixel
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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 vec2 position;
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uniform float seed;
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uniform float contrast;
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uniform float middle;
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uniform float rotation;
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uniform vec2 scale;
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uniform int scaleUseSurf;
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uniform sampler2D scaleSurf;
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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); }
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float voronoi3d(in vec3 x, in float sca) {
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vec3 p = floor(x);
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vec3 f = fract(x);
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float id = 0.0;
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vec2 res = vec2(100.0);
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for (int k = -1; k <= 1; k++)
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for (int j = -1; j <= 1; j++)
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for (int i = -1; i <= 1; i++) {
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vec3 b = vec3(float(i), float(j), float(k));
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vec3 pb = mod(p + b, sca * 2.);
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vec3 r = vec3(b) - f + hash(pb);
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float d = dot(r, r);
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float cond = max(sign(res.x - d), 0.0);
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float nCond = 1.0 - cond;
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float cond2 = nCond * max(sign(res.y - d), 0.0);
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float nCond2 = 1.0 - cond2;
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id = (dot(pb, vec3(1.0, 57.0, 113.0)) * cond) + (id * nCond);
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res = vec2(d, res.x) * cond + res * nCond;
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res.y = cond2 * d + nCond2 * res.y;
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}
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return res.y;
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}
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void main() {
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float sca = scale.x;
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if(scaleUseSurf == 1) {
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vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
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sca = mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = rotation;
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = position / dimension;
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vec2 st = (ntx - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca * 0.75;
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float n = voronoi3d(vec3(st, seed), sca);
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n = middle + (n - middle) * contrast;
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gl_FragColor = vec4(vec3(n), 1.);
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}
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