mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
79 lines
2.1 KiB
GLSL
79 lines
2.1 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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#pragma use(sampler_simple)
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uniform int sampleMode;
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vec4 sampleTexture( sampler2D texture, vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(texture, pos);
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if(sampleMode <= 1) return vec4(0.);
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else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
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else if(sampleMode == 3) return texture2D(texture, fract(pos));
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else if(sampleMode == 4) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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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 vec2 scale;
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uniform float seed;
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uniform int useSampler;
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float random (in vec2 st, float seed) {
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return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123);
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}
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vec2 triChecker(vec2 p) {
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p.x += fract(p.y * .5);
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vec2 m = fract(p);
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vec2 base = p - m;
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base.x *= 2. + step(m.x, m.y);
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return base;
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}
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void main() {
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vec2 pos = (v_vTexcoord - position / dimension) * scale;
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pos.y *= 1.1;
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vec2 hx = triChecker(pos);
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if(useSampler == 0) {
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float n0 = random(hx, floor(seed) / 5000.);
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float n1 = random(hx, (floor(seed) + 1.) / 5000.);
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float n = mix(n0, n1, fract(seed));
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gl_FragColor = vec4(vec3(n), 1.0);
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} else {
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vec2 samPos = floor(hx) / scale + 0.5 / scale;
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gl_FragColor = sampleTexture( gm_BaseTexture, samPos / vec2(sqrt(3.), 1.1));
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}
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}
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