mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
86 lines
2.2 KiB
GLSL
86 lines
2.2 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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#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 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 vec4 col1;
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uniform vec4 col2;
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float check(vec2 c, float amo, float ang) {
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float _x = c.x * cos(ang) - c.y * sin(ang);
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float _y = c.x * sin(ang) + c.y * cos(ang);
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float _a = 1. / amo;
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vec2 px = vec2(floor(_x / _a) + 0.5, floor(_y / _a) + 0.5) * _a;
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float dd = 1. - (max(abs(px.x - _x), abs(px.y - _y)) / _a + 0.5);
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float mm = mod(floor(_x / _a) + floor(_y / _a), 2.);
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return mm < .5? 0.5 + dd : 0.5 - dd;
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//return mod(floor(_x / _a) + floor(_y / _a), 2.);
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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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vec2 a = dimension / dimension.y;
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vec2 c = (v_vTexcoord - position) * a;
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float ch = check(c, amo, ang);
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if(blend == 0) gl_FragColor = ch < 0.5? col1 : col2;
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else if(blend == 1) {
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gl_FragColor = mix(col1, col2, ch);
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} else if(blend == 2) {
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float px = 2. / max(dimension.x, dimension.y);
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ch = smoothstep(0.5 - px, 0.5 + px, ch);
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gl_FragColor = mix(col1, col2, ch);
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}
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}
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