Pixel-Composer/shaders/sh_random_tile/sh_random_tile.fsh

269 lines
7.4 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float seed;
uniform int mode;
uniform int aa;
uniform vec2 scale;
uniform int scaleUseSurf;
uniform sampler2D scaleSurf;
uniform vec2 angle;
uniform int angleUseSurf;
uniform sampler2D angleSurf;
uniform vec2 thick;
uniform int thickUseSurf;
uniform sampler2D thickSurf;
uniform vec4 gapCol;
uniform int gradient_use;
uniform int textureTruchet;
uniform float truchetSeed;
uniform float truchetThres;
uniform vec2 truchetAngle;
uniform vec2 level;
#define PI 3.14159265359
#define TAU 6.28318530718
float random (in vec2 st) { return fract(sin(dot(st.xy + vec2(85.456034, 64.54065), vec2(12.9898, 78.233))) * (43758.5453123 + seed) ); }
#region //////////////////////////////////// GRADIENT ////////////////////////////////////
#define GRADIENT_LIMIT 128
uniform int gradient_blend;
uniform vec4 gradient_color[GRADIENT_LIMIT];
uniform float gradient_time[GRADIENT_LIMIT];
uniform int gradient_keys;
uniform int gradient_use_map;
uniform vec4 gradient_map_range;
uniform sampler2D gradient_map;
vec3 linearToGamma(vec3 c) { return pow(c, vec3( 2.2)); }
vec3 gammaToLinear(vec3 c) { return pow(c, vec3(1. / 2.2)); }
vec3 rgbMix(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = linearToGamma(c1);
vec3 k2 = linearToGamma(c2);
return gammaToLinear(mix(k1, k2, t));
} #endregion
vec3 rgb2oklab(vec3 c) { #region
const mat3 kCONEtoLMS = mat3(
0.4121656120, 0.2118591070, 0.0883097947,
0.5362752080, 0.6807189584, 0.2818474174,
0.0514575653, 0.1074065790, 0.6302613616);
c = pow(c, vec3(2.2));
c = pow( kCONEtoLMS * c, vec3(1.0 / 3.0) );
return c;
} #endregion
vec3 oklab2rgb(vec3 c) { #region
const mat3 kLMStoCONE = mat3(
4.0767245293, -1.2681437731, -0.0041119885,
-3.3072168827, 2.6093323231, -0.7034763098,
0.2307590544, -0.3411344290, 1.7068625689);
c = kLMStoCONE * (c * c * c);
c = pow(c, vec3(1. / 2.2));
return c;
} #endregion
vec3 oklabMax(vec3 c1, vec3 c2, float t) { #region
vec3 k1 = rgb2oklab(c1);
vec3 k2 = rgb2oklab(c2);
return oklab2rgb(mix(k1, k2, t));
} #endregion
vec3 rgb2hsv(vec3 c) { #region
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
} #endregion
vec3 hsv2rgb(vec3 c) { #region
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
} #endregion
float hueDist(float a0, float a1, float t) { #region
float da = fract(a1 - a0);
float ds = fract(2. * da) - da;
return a0 + ds * t;
} #endregion
vec3 hsvMix(vec3 c1, vec3 c2, float t) { #region
vec3 h1 = rgb2hsv(c1);
vec3 h2 = rgb2hsv(c2);
vec3 h = vec3(0.);
h.x = h.x + hueDist(h1.x, h2.x, t);
h.y = mix(h1.y, h2.y, t);
h.z = mix(h1.z, h2.z, t);
return hsv2rgb(h);
} #endregion
vec4 gradientEval(in float prog) { #region
if(gradient_use_map == 1) {
vec2 samplePos = mix(gradient_map_range.xy, gradient_map_range.zw, prog);
return texture2D( gradient_map, samplePos );
}
vec4 col = vec4(0.);
for(int i = 0; i < GRADIENT_LIMIT; i++) {
if(gradient_time[i] == prog) {
col = gradient_color[i];
break;
} else if(gradient_time[i] > prog) {
if(i == 0)
col = gradient_color[i];
else {
float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
vec3 c0 = gradient_color[i - 1].rgb;
vec3 c1 = gradient_color[i].rgb;
float a = mix(gradient_color[i - 1].a, gradient_color[i].a, t);
if(gradient_blend == 0)
col = vec4(mix(c0, c1, t), a);
else if(gradient_blend == 1)
col = gradient_color[i - 1];
else if(gradient_blend == 2)
col = vec4(hsvMix(c0, c1, t), a);
else if(gradient_blend == 3)
col = vec4(oklabMax(c0, c1, t), a);
else if(gradient_blend == 4)
col = vec4(rgbMix(c0, c1, t), a);
}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
}
}
return col;
} #endregion
#endregion //////////////////////////////////// GRADIENT ////////////////////////////////////
float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); }
vec4 RandomCoords(vec2 uv) { #region
vec2 fl = floor(uv);
vec2 fr = fract(uv);
bool ch = mod(fl.x + fl.y, 2.) > .5;
float r1 = random(fl);
vec2 ax = ch ? fr.xy : fr.yx;
float a1 = ax.x - r1;
float si = sign(a1);
vec2 o1 = ch ? vec2(si, 0.) : vec2(0., si);
float r2 = random(fl + o1);
float a2 = ax.y - r2;
vec2 st = step(vec2(0.), vec2(a1, a2));
vec2 of = ch ? st.xy : st.yx;
vec2 id = fl + of - 1.;
bool ch2 = mod(id.x + id.y, 2.) > .5;
float r00 = random(id + vec2(0., 0.));
float r10 = random(id + vec2(1., 0.));
float r01 = random(id + vec2(0., 1.));
float r11 = random(id + vec2(1., 1.));
vec2 s0 = ch2 ? vec2(r00, r10) : vec2(r01, r00);
vec2 s1 = ch2 ? vec2(r11, r01) : vec2(r10, r11);
vec2 s = 1. - s0 + s1;
vec2 puv = (uv - id - s0) / s;
vec2 b = (.5 - abs(puv - .5)) * s;
float d = min(b.x, b.y);
return vec4(random(id), d, puv);
} #endregion
void main() { #region
#region params
vec2 sca = scale;
if(scaleUseSurf == 1) {
vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
sca = vec2(mix(scale.x, scale.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 thk = thick.x;
if(thickUseSurf == 1) {
vec4 _vMap = texture2D( thickSurf, v_vTexcoord );
thk = mix(thick.x, thick.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
#endregion
vec2 pos = (v_vTexcoord - position) * sca, _pos;
float ratio = dimension.x / dimension.y;
_pos.x = pos.x * ratio * cos(ang) - pos.y * sin(ang);
_pos.y = pos.x * ratio * sin(ang) + pos.y * cos(ang);
vec4 hc = RandomCoords(_pos);
vec4 colr;
if(mode == 1) {
float dist = (hc.y - level.x) / (level.y - level.x);
gl_FragColor = vec4(vec3(dist), 1.0);
return;
}
if(mode == 0) {
colr = gradientEval(hc.x);
} else if(mode == 2) {
vec2 uv = hc.zw;
if(textureTruchet == 1) {
float rx = random(floor(hc.zw / sca) + truchetSeed / 1000.);
float ry = random(floor(hc.zw / sca) + truchetSeed / 1000. + vec2(0.4864, 0.6879));
if(rx > truchetThres) uv.x = 1. - uv.x;
if(ry > truchetThres) uv.y = 1. - uv.y;
float ang = radians(truchetAngle.x + (truchetAngle.y - truchetAngle.x) * random(floor(hc.zw / sca) + truchetSeed / 100. + vec2(0.9843, 0.1636)));
uv = 0.5 + mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * (uv - 0.5);
}
colr = texture2D( gm_BaseTexture, uv );
}
float _aa = 3. / max(dimension.x, dimension.y);
gl_FragColor = mix(gapCol, colr, aa == 1? smoothstep(thk - _aa, thk, hc.y) : step(thk, hc.y));
} #endregion