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

120 lines
3.3 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_==_######################@~
#define TAU 6.28318530718
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform sampler2D texture;
uniform vec2 dimension;
uniform float seed;
uniform float scale;
uniform float size;
uniform float blur;
uniform float noise;
uniform float intensity;
#define TAU 6.28318530718
uniform int ridgeUse;
uniform float ridgeCount;
uniform float ridgeIntens;
float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); }
float index(vec2 id) {
if(id.y > 0.5) return 1.;
if(id.x > 0.5) return 2.;
return 0.;
}
float fnoise(vec2 pos, float siz, float dist) {
float lig = smoothstep(siz, siz + blur, dist);
float rin = smoothstep(blur, 1. + blur, dist);
float rnd = random(pos, seed);
rnd = .5 + (rnd - .5) * 4.;
lig = mix(lig, lig * rnd, noise * (1. - rin));
return lig;
}
////////////////////////////////////////////////////////////////////////////////////////////////
uniform int flickerUse;
uniform float flickerIntens;
uniform float flickerCut;
uniform float flickerTime;
float flick(vec2 id) {
if(flickerUse == 0) return 1.;
float dl = flickerTime + random(id, seed) * TAU;
float ww = .8 * abs(sin(dl)) +
.2 * sin((dl + random(id, seed + 12.41)) * 2.) +
.1 * sin((dl + random(id, seed + 65.35)) * 3.);
ww = smoothstep(flickerCut, 1., ww);
return 1. - ww * flickerIntens;
}
////////////////////////////////////////////////////////////////////////////////////////////////
void main() {
vec2 scs = vec2(scale) * 2.;
vec2 pos = v_vTexcoord - .5;
pos *= scs;
vec2 id = floor(pos);
vec2 px = pos - id;
vec2 uv = id / scs + .5;
float siz = 1. - size;
float ind = index(px);
int indx = int(mod(ind, 3.));
float sz = siz * .15;
vec2 cn = vec2(.5);
if(indx == 0) cn = vec2(.25 + sz, .25 + sz);
else if(indx == 1) cn = vec2(.50, .75 - sz);
else if(indx == 2) cn = vec2(.75 - sz, .25 + sz);
float dist = 1. - pow(pow(px.x - cn.x, 6.) + pow(px.y - cn.y, 6.), 1. / 6.) * 4.;
float lig = fnoise(pos, siz, dist);
if(ridgeUse == 1) {
float ridge = smoothstep(.0, ridgeIntens, pow(abs(sin(px.x * TAU * ridgeCount)), 2.));
lig = mix(lig, lig * ridge, 1.);
}
float ints = intensity * flick(id);
vec3 clr = vec3(0.);
if(indx == 0) clr.r = ints;
else if(indx == 1) clr.g = ints;
else if(indx == 2) clr.b = ints;
clr *= lig;
vec3 baseC = texture2D( gm_BaseTexture, uv ).rgb;
baseC.rgb *= clr;
gl_FragColor = vec4(baseC, 1.);
// gl_FragColor = vec4(px, 0., 1.);
}