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

55 lines
1.5 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_==_######################@~
// Based on FabriceNeyret2 - plop 2 shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float rotation;
uniform vec2 scale;
uniform int iteration;
uniform float stretch;
uniform float amplitude;
uniform int mode;
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
float ang = radians(rotation);
vec2 pos = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
vec4 col = vec4(0., 0., 0., 1.);
for (int i = 0; i < iteration; i++) {
pos += cos( pos.yx * 3. + vec2(0.0, stretch)) / 3.;
pos += sin( pos.yx + vec2(stretch, 0.0)) / 2.;
pos *= amplitude;
}
if(mode == 0) col += length(mod(pos, 2.) - 1.);
else col.xy += abs(mod(pos, 2.) - 1.);
gl_FragColor = col;
}