mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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55 lines
1.5 KiB
GLSL
55 lines
1.5 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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// Based on FabriceNeyret2 - plop 2 shader
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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 rotation;
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uniform vec2 scale;
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uniform int iteration;
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uniform float stretch;
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uniform float amplitude;
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uniform int mode;
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void main() {
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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float ang = radians(rotation);
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vec2 pos = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
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vec4 col = vec4(0., 0., 0., 1.);
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for (int i = 0; i < iteration; i++) {
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pos += cos( pos.yx * 3. + vec2(0.0, stretch)) / 3.;
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pos += sin( pos.yx + vec2(stretch, 0.0)) / 2.;
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pos *= amplitude;
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}
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if(mode == 0) col += length(mod(pos, 2.) - 1.);
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else col.xy += abs(mod(pos, 2.) - 1.);
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gl_FragColor = col;
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}
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