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

134 lines
3.7 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_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 position;
uniform vec2 dimension;
uniform float rotation;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform int iteration;
uniform float seed;
uniform int tile;
uniform int colored;
uniform vec2 colorRanR;
uniform vec2 colorRanG;
uniform vec2 colorRanB;
vec2 sca;
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) { return smoothstep(0., 1., abs(fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * (43758.545 + seed)) * 2. - 1.)); }
vec2 random2 (in vec2 st) { float a = random(st) * 6.28319; return vec2(cos(a), sin(a)); }
float noise (in vec2 st, in vec2 scale) {
vec2 cellMin = floor(st);
vec2 cellMax = floor(st) + vec2(1., 1.);
if(tile == 1) {
cellMin = mod(cellMin, scale);
cellMax = mod(cellMax, scale);
}
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
vec2 _a = vec2(cellMin.x, cellMin.y);
vec2 _b = vec2(cellMax.x, cellMin.y);
vec2 _c = vec2(cellMin.x, cellMax.y);
vec2 _d = vec2(cellMax.x, cellMax.y);
vec2 ai = f - vec2(0., 0.);
vec2 bi = f - vec2(1., 0.);
vec2 ci = f - vec2(0., 1.);
vec2 di = f - vec2(1., 1.);
vec2 a2 = random2(_a);
vec2 b2 = random2(_b);
vec2 c2 = random2(_c);
vec2 d2 = random2(_d);
float l1 = mix(dot(ai, a2), dot(bi, b2), u.x);
float l2 = mix(dot(ci, c2), dot(di, d2), u.x);
return mix(l1, l2, u.y) + 0.5;
}
float perlin(in vec2 st) {
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
float n = 0.;
vec2 pos = st;
vec2 sc = sca;
for(int i = 0; i < iteration; i++) {
n += noise(pos, sc) * amp;
sc *= 2.;
amp *= .5;
pos *= 2.;
}
return n;
}
void main() {
sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
}
vec2 pos = position / dimension;
float ang = rotation;
vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca;
if(colored == 0) {
gl_FragColor = vec4(vec3(perlin(st)), 1.0);
} else if(colored == 1) {
float randR = colorRanR[0] + perlin(st) * (colorRanR[1] - colorRanR[0]);
float randG = colorRanG[0] + perlin(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randB = colorRanB[0] + perlin(st + 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] + perlin(st) * (colorRanR[1] - colorRanR[0]);
float randS = colorRanG[0] + perlin(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
float randV = colorRanB[0] + perlin(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]);
gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
}
}