mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 13:03:49 +01:00
93 lines
2.0 KiB
GLSL
93 lines
2.0 KiB
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform float seed;
|
|
uniform float strength;
|
|
uniform float dist;
|
|
uniform int useMap;
|
|
uniform sampler2D strengthMap;
|
|
|
|
uniform int gradient_blend;
|
|
uniform vec4 gradient_color[16];
|
|
uniform float gradient_time[16];
|
|
uniform int gradient_keys;
|
|
|
|
uniform float alpha_curve[4];
|
|
|
|
vec4 gradientEval(in float prog) {
|
|
vec4 col = vec4(0.);
|
|
|
|
for(int i = 0; i < 16; 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 {
|
|
if(gradient_blend == 0)
|
|
col = mix(gradient_color[i - 1], gradient_color[i], (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]));
|
|
else if(gradient_blend == 1)
|
|
col = gradient_color[i - 1];
|
|
}
|
|
break;
|
|
}
|
|
if(i >= gradient_keys - 1) {
|
|
col = gradient_color[gradient_keys - 1];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return col;
|
|
}
|
|
|
|
float curveEval(in float curve[4], in float prog) {
|
|
return pow(1. - prog, 3.) * curve[0] +
|
|
3. * pow(1. - prog, 2.) * prog * curve[1] +
|
|
3. * (1. - prog) * pow(prog, 2.) * curve[2] +
|
|
pow(prog, 3.) * curve[3];
|
|
}
|
|
|
|
float frandom (in vec2 st, in float _seed) {
|
|
float f = fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(15.15 + seed, 32.156 + _seed) * 12.588) * 43758.5453123);
|
|
f = f * 2. - 1.;
|
|
return f;
|
|
}
|
|
|
|
vec2 vrandom (in vec2 st) {
|
|
return vec2(frandom(st, 165.84), frandom(st, 98.01));
|
|
}
|
|
|
|
void main() {
|
|
vec2 _pos = v_vTexcoord;
|
|
float str = strength;
|
|
|
|
vec2 _vec = vrandom(_pos) * str * dist;
|
|
|
|
if(useMap == 1) {
|
|
vec4 _map = texture2D( strengthMap, _pos);
|
|
_vec.x *= _map.r;
|
|
_vec.y *= _map.g;
|
|
str *= dot(_map.rg, _map.rg);
|
|
}
|
|
|
|
str += frandom(_pos, 12.01) * abs(.1) * str;
|
|
|
|
vec2 _new_pos = _pos - _vec;
|
|
vec4 _col;
|
|
|
|
if(_new_pos == clamp(_new_pos, 0., 1.)) {
|
|
_col = texture2D( gm_BaseTexture, _pos - _vec );
|
|
_col.rgb *= gradientEval(str).rgb;
|
|
_col.a *= curveEval(alpha_curve, str);
|
|
} else {
|
|
_col = vec4(0.);
|
|
}
|
|
|
|
gl_FragColor = _col;
|
|
}
|
|
|