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

79 lines
2.1 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_==_######################@~
#pragma use(sampler_simple)
uniform int sampleMode;
vec4 sampleTexture( sampler2D texture, vec2 pos) {
if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
return texture2D(texture, pos);
if(sampleMode <= 1) return vec4(0.);
else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.));
else if(sampleMode == 3) return texture2D(texture, fract(pos));
else if(sampleMode == 4) return vec4(vec3(0.), 1.);
return vec4(0.);
}
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform vec2 scale;
uniform float seed;
uniform int useSampler;
float random (in vec2 st, float seed) {
return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123);
}
vec2 triChecker(vec2 p) {
p.x += fract(p.y * .5);
vec2 m = fract(p);
vec2 base = p - m;
base.x *= 2. + step(m.x, m.y);
return base;
}
void main() {
vec2 pos = (v_vTexcoord - position / dimension) * scale;
pos.y *= 1.1;
vec2 hx = triChecker(pos);
if(useSampler == 0) {
float n0 = random(hx, floor(seed) / 5000.);
float n1 = random(hx, (floor(seed) + 1.) / 5000.);
float n = mix(n0, n1, fract(seed));
gl_FragColor = vec4(vec3(n), 1.0);
} else {
vec2 samPos = floor(hx) / scale + 0.5 / scale;
gl_FragColor = sampleTexture( gm_BaseTexture, samPos / vec2(sqrt(3.), 1.1));
}
}