mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
107 lines
3 KiB
GLSL
107 lines
3 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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uniform sampler2D group;
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uniform vec2 dimension;
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uniform float seed;
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uniform float probability;
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uniform vec2 size;
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uniform vec2 scanSize;
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uniform int range;
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uniform float selection[64];
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uniform float replacements[1024];
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uniform int replacementCount;
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vec2 tx = 1. / dimension;
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed / 1000., vec2(1892.9898, 78.23453))) * 437.54123); }
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bool match(in vec2 p) {
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int _w = int(size.x) + range * 2;
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int _h = int(size.y) + range * 2;
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for(int i = 0; i < _h; i++)
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for(int j = 0; j < _w; j++) {
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float selInd = selection[i * _w + j];
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int _x = j - range;
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int _y = i - range;
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if(selInd == -1.) continue; // skip matching
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if(selInd == -10000.) selInd = -1.; // match empty
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vec2 sx = p + vec2(_x, _y) * tx;
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if(selInd >= 10000.) {
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vec4 gr = texture2D( group, sx );
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if(gr.r != selInd) return false;
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} else {
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vec4 sp = texture2D( gm_BaseTexture, sx );
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if(sp.r - 1. != selInd) return false;
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}
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}
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return true;
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}
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void main() {
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vec4 base = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = base;
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vec2 origin = v_vTexcoord;
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int repShf = -1;
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vec2 px = floor(v_vTexcoord * dimension);
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vec2 blockCoord = mod(px, scanSize);
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vec2 scanLeft = max(vec2(0.), size - scanSize) + 1.;
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// for(int i = 0; i < int(scanSize.y); i++)
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// for(int j = 0; j < int(scanSize.x); j++) {
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// vec2 o = v_vTexcoord - vec2(j, i) * tx;
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for(int i = 0; i < int(scanLeft.y); i++)
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for(int j = 0; j < int(scanLeft.x); j++) {
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vec2 shfCoord = blockCoord + vec2(j, i);
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if(shfCoord.x >= size.x || shfCoord.y >= size.y) continue;
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vec2 o = v_vTexcoord - shfCoord * tx;
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if(match(o)) {
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origin = o;
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repShf = int(shfCoord.y * size.x + shfCoord.x);
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break;
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}
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}
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if(repShf == -1) return;
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float prop = random(origin, seed);
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if(prop > probability) return;
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int repIndex = int(random(origin, seed + 100.) * float(replacementCount)) * int(size.x * size.y);
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gl_FragColor = vec4(replacements[repIndex + repShf] + 1., 0., 0., 1.);
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}
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