mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-15 06:35:16 +01:00
52 lines
1.5 KiB
GLSL
52 lines
1.5 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 vec2 dimension;
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uniform vec4 c0, c1;
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uniform float mouseProg;
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uniform float prog;
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void main() {
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vec2 px = v_vTexcoord * dimension;
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vec2 norm = abs(v_vTexcoord - vec2(0.5));
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float bar = 1. - norm.y * 2.;
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float rr = dimension.y / 2.;
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if(px.x < rr) bar = 1. - distance(px, vec2(rr, rr)) / rr;
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else if(px.x > dimension.x - rr) bar = 1. - distance(px, vec2(dimension.x - rr, rr)) / rr;
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bar = clamp(bar, 0., 1.);
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float dif = abs(v_vTexcoord.x - prog);
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float d0 = clamp(smoothstep(0.9 + mouseProg * 0.05, 1.00, 1. - dif) * 1., 0., 1.);
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float d1 = clamp(1. - smoothstep(0.85 + mouseProg * 0.05, 1.00, 1. - dif) * 2., 0., 0.75);
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float rad = 0.8 - d0 * (mouseProg * 0.25 + 0.4);
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bar = smoothstep(rad, 1.0, bar) * 25.;
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gl_FragColor = vec4(mix(c0.rgb, c1.rgb, d1), bar);
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}
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