Pixel-Composer/shaders/sh_ani_noise/sh_ani_noise.fsh

63 lines
1.7 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float seed;
uniform vec2 position;
uniform int mode;
uniform vec2 noiseX;
uniform int noiseXUseSurf;
uniform sampler2D noiseXSurf;
uniform vec2 noiseY;
uniform int noiseYUseSurf;
uniform sampler2D noiseYSurf;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
float random1D (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed + 453.456, 32.156) * 12.588) * 43758.5453123); }
float random (in vec2 st) { return mix(random1D(st, floor(seed)), random1D(st, floor(seed) + 1.), fract(seed)); }
void main() {
#region params
float nsx = noiseX.x;
if(noiseXUseSurf == 1) {
vec4 _vMap = texture2D( noiseXSurf, v_vTexcoord );
nsx = mix(noiseX.x, noiseX.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float nsy = noiseY.y;
if(noiseYUseSurf == 1) {
vec4 _vMap = texture2D( noiseYSurf, v_vTexcoord );
nsy = mix(noiseY.x, noiseY.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float ang = angle.x;
if(angleUseSurf == 1) {
vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
ang = radians(ang);
#endregion
vec2 pos = (v_vTexcoord - position) * mat2(cos(ang), - sin(ang), sin(ang), cos(ang));
float yy = floor(pos.y * nsy);
float xx = (pos.x + random1D(vec2(yy), floor(seed))) * nsx;
float x0 = floor(xx);
float x1 = floor(xx) + 1.;
float prog = xx - x0;
if(mode == 0) {
float noise0 = random(vec2(x0, yy)); // point before
float noise1 = random(vec2(x1, yy)); // point after
gl_FragColor = vec4(vec3(mix(noise0, noise1, prog)), 1.);
} else if(mode == 1) {
gl_FragColor = vec4(vec3(prog), 1.);
}
}