mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-16 07:05:14 +01:00
67 lines
1.8 KiB
GLSL
67 lines
1.8 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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const float PI = 3.14159265;
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const float ATR = PI / 180.;
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uniform int convStepNums;
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uniform float itrStepPixLen;
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uniform float distanceAttenuation;
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uniform float vectorCirculationRate;
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uniform vec2 dimension;
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uniform float seed;
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vec4 getCol(vec2 pos) { return texture2D( gm_BaseTexture, pos / dimension); }
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float getD(vec2 pos) { return length(texture2D( gm_BaseTexture, pos / dimension)); }
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vec2 grad( vec2 pos, float delta) {
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vec2 e = vec2(1., 0.) * delta;
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float o = getD(pos);
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return vec2(getD(pos + e.xy) - o,
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getD(pos + e.yx) - o) / delta;
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}
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void main() {
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vec2 pos = v_vTexcoord * dimension;
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float r = 1.;
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float acc = 0.;
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vec4 res = vec4(0.);
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for(int i = 0; i < convStepNums; i++) {
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res += getCol(pos) * r;
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vec2 dir = grad(pos, itrStepPixLen) + vec2(1) * 0.001;
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pos += 2. * normalize(mix(dir, dir.yx * vec2(1, -1), vectorCirculationRate));
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acc += r;
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r *= distanceAttenuation;
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}
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res.xyz /= acc;
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gl_FragColor = res;
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}
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