mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
54 lines
1.4 KiB
GLSL
54 lines
1.4 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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//
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// Simple passthrough fragment shader
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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 int attempt;
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uniform float seed;
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uniform vec2 dimension;
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float random (in vec2 st, float _seed) {
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed, 32.156) * 12.588) * 43758.5453123);
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}
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void main() {
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gl_FragColor = vec4(0.);
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float v = 0.;
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for(int i = 0; i < attempt; i++) {
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float _x = random(vec2(i, 0.) + v_vTexcoord.x, 132.54664 + seed);
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float _y = random(vec2(0., i) + v_vTexcoord.x, 78.29131 + seed);
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float _w = random(vec2( i, i) + v_vTexcoord.x, 8.10684 + seed);
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vec4 col = texture2D( gm_BaseTexture, vec2(_x, _y) );
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float gr = (col.r + col.g + col.b) / 3.;
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float br = gr * col.a * _w;
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if(br > v) {
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v = br;
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gl_FragColor = vec4(_x, _y, gr, 1.);
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}
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}
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}
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