mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
89 lines
2.2 KiB
GLSL
89 lines
2.2 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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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define PI 3.14159265359
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uniform vec2 dimension;
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uniform vec2 position;
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uniform vec2 amount;
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uniform int amountUseSurf;
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uniform sampler2D amountSurf;
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uniform vec2 angle;
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uniform int angleUseSurf;
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uniform sampler2D angleSurf;
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uniform vec2 phase;
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uniform int phaseUseSurf;
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uniform sampler2D phaseSurf;
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uniform vec2 rangleRange;
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uniform vec4 color0;
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uniform vec4 color1;
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void main() {
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float amo = amount.x;
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if(amountUseSurf == 1) {
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vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
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amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = angle.x;
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if(angleUseSurf == 1) {
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vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
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ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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ang = radians(ang);
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float pha = phase.x;
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if(phaseUseSurf == 1) {
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vec4 _vMap = texture2D( phaseSurf, v_vTexcoord );
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pha = mix(phase.x, phase.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = (ntx - position) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * amo;
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float value = 0.0;
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int num = 4;
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float as = radians(rangleRange.x);
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float an = radians(rangleRange.y);
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for(int i = 0; i < num; i++) {
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float a = mix(as, an, float(i) / float(num));
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float w = pos.x * sin(a) + pos.y * cos(a);
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value += sin(w + pha * PI * 2.);
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}
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float _s = 1. + sin(value * PI / 2.0);
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gl_FragColor = mix(color0, color1, _s);
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}
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