mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
66 lines
1.5 KiB
GLSL
66 lines
1.5 KiB
GLSL
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
#define PI 3.14159265359
|
|
|
|
uniform vec2 dimension;
|
|
uniform vec2 position;
|
|
|
|
uniform vec2 amount;
|
|
uniform int amountUseSurf;
|
|
uniform sampler2D amountSurf;
|
|
|
|
uniform vec2 angle;
|
|
uniform int angleUseSurf;
|
|
uniform sampler2D angleSurf;
|
|
|
|
uniform vec2 phase;
|
|
uniform int phaseUseSurf;
|
|
uniform sampler2D phaseSurf;
|
|
|
|
uniform vec2 rangleRange;
|
|
|
|
uniform vec4 color0;
|
|
uniform vec4 color1;
|
|
|
|
void main() { #region
|
|
#region params
|
|
float amo = amount.x;
|
|
if(amountUseSurf == 1) {
|
|
vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
|
|
amo = mix(amount.x, amount.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);
|
|
|
|
float pha = phase.x;
|
|
if(phaseUseSurf == 1) {
|
|
vec4 _vMap = texture2D( phaseSurf, v_vTexcoord );
|
|
pha = mix(phase.x, phase.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
|
|
}
|
|
|
|
#endregion
|
|
|
|
vec2 pos = (v_vTexcoord - position) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * amo;
|
|
|
|
float value = 0.0;
|
|
int num = 4;
|
|
|
|
float as = radians(rangleRange.x);
|
|
float an = radians(rangleRange.y);
|
|
|
|
for(int i = 0; i < num; i++) {
|
|
float a = mix(as, an, float(i) / float(num));
|
|
float w = pos.x * sin(a) + pos.y * cos(a);
|
|
|
|
value += sin(w + pha * PI * 2.);
|
|
}
|
|
|
|
float _s = 1. + sin(value * PI / 2.0);
|
|
gl_FragColor = mix(color0, color1, _s);
|
|
} #endregion
|