mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
67 lines
2.2 KiB
GLSL
67 lines
2.2 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_==_######################@~
|
|
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 dimension;
|
|
uniform float seed;
|
|
|
|
uniform int colored;
|
|
uniform vec2 colorRanR;
|
|
uniform vec2 colorRanG;
|
|
uniform vec2 colorRanB;
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed / 1000., vec2(1892.9898, 78.23453))) * 437.54123); }
|
|
|
|
float frandom (in vec2 st) {
|
|
float n0 = random(st, floor(seed) / 5000.);
|
|
float n1 = random(st, (floor(seed) + 1.) / 5000.);
|
|
return mix(n0, n1, fract(seed));
|
|
}
|
|
|
|
void main() {
|
|
if(colored == 0)
|
|
gl_FragColor = vec4(vec3(frandom(v_vTexcoord)), 1.0);
|
|
else if(colored == 1) {
|
|
float randR = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]);
|
|
float randG = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
|
|
float randB = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
|
|
|
|
gl_FragColor = vec4(randR, randG, randB, 1.0);
|
|
} else if(colored == 2) {
|
|
float randH = colorRanR[0] + frandom(v_vTexcoord) * (colorRanR[1] - colorRanR[0]);
|
|
float randS = colorRanG[0] + frandom(v_vTexcoord + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
|
|
float randV = colorRanB[0] + frandom(v_vTexcoord + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
|
|
|
|
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
|
|
}
|
|
}
|
|
|