Pixel-Composer/shaders/sh_mk_fracture/sh_mk_fracture.fsh
2024-06-13 12:19:25 +07:00

123 lines
3.3 KiB
GLSL

#define TAU 6.28318530718
#define MAX_RANGE 3.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 subdivision;
uniform vec2 progress;
uniform int progressUseSurf;
uniform sampler2D progressSurf;
uniform vec4 movement;
uniform int movementUseSurf;
uniform sampler2D movementSurf;
uniform vec2 rotation;
uniform int rotationUseSurf;
uniform sampler2D rotationSurf;
uniform float gravity;
uniform float scale;
uniform float alpha;
uniform int axis;
uniform float brickShift;
uniform float skew;
vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
vec2 cellID(in vec2 coord) {
vec2 idx = floor(coord * subdivision);
vec2 prg = (coord - idx / subdivision) * subdivision;
vec2 rng = (random2(vec2((axis == 0? idx.y : idx.x) + 100.)) - .5) * 2.;
if(axis == 0) {
coord.x += mod(idx.y, 2.) * brickShift / subdivision.x;
coord.x += (prg.y - .5) * 2. / subdivision.x * skew * 0.5 * rng.x;
} else {
coord.y += mod(idx.x, 2.) * brickShift / subdivision.x;
coord.y += (prg.x - .5) * 2. / subdivision.y * skew * 0.5 * rng.y;
}
vec2 cel = floor(coord * subdivision) / subdivision + .5 / subdivision;
return cel;
}
vec4 uvInFrag(in vec2 coord, in vec2 fragID) {
vec2 fragUV = coord - fragID;
float pro = progress.x;
if(progressUseSurf == 1) {
vec4 _vMap = texture2D( progressSurf, fragID );
pro = mix(progress.x, progress.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
vec2 mvm = movement.xy;
if(movementUseSurf == 1) {
vec4 _vMap = texture2D( movementSurf, fragID );
mvm = mix(movement.xz, movement.yw, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float rta = rotation.x;
if(rotationUseSurf == 1) {
vec4 _vMap = texture2D( rotationSurf, fragID );
rta = mix(rotation.x, rotation.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
}
float sca = mix(1., scale, pro);
float ang = pro * radians(rta);
mat2 rot = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
vec2 mov = mvm / dimension;
float grv = gravity;
vec2 pos = mov * pro;
pos.y += grv * pro * pro;
vec2 uv = fragID + (fragUV - pos) / sca * rot;
vec2 newID = cellID(uv);
return vec4(
uv,
pro,
float(newID == fragID)
);
}
vec4 blend(in vec4 bg, in vec4 fg) {
float al = fg.a + bg.a * (1. - fg.a);
if(al == 0.) return bg;
vec4 res = ((fg * fg.a) + (bg * bg.a * (1. - fg.a))) / al;
res.a = al;
return res;
}
void main() {
gl_FragColor = vec4(0.);
// gl_FragColor = vec4(cellID(v_vTexcoord), 0., 1.); return;
vec2 fragSize = 1. / subdivision;
for(float i = -MAX_RANGE; i <= MAX_RANGE; i++)
for(float j = -MAX_RANGE; j <= MAX_RANGE * 2.; j++) {
vec2 tx = v_vTexcoord + fragSize * vec2(j, i);
vec2 cl = cellID(tx);
vec4 uv = uvInFrag(v_vTexcoord, cl);
if(uv.w == 0.) continue;
if(uv.x < 0. || uv.x > 1. || uv.y < 0. || uv.y > 1.) continue;
float pro = uv.z;
float alp = mix(1., alpha, pro);
vec4 c = texture2D( gm_BaseTexture, uv.xy );
c.a *= alp;
gl_FragColor = blend(gl_FragColor, c);
}
}