mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
67 lines
1.6 KiB
GLSL
67 lines
1.6 KiB
GLSL
varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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#define PI 3.14159265359
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uniform vec2 dimension;
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uniform vec2 position;
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uniform vec2 amount;
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uniform int amountUseSurf;
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uniform sampler2D amountSurf;
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uniform vec2 angle;
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uniform int angleUseSurf;
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uniform sampler2D angleSurf;
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uniform vec2 phase;
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uniform int phaseUseSurf;
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uniform sampler2D phaseSurf;
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uniform vec2 rangleRange;
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uniform vec4 color0;
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uniform vec4 color1;
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void main() { #region
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#region params
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float amo = amount.x;
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if(amountUseSurf == 1) {
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vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
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amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = angle.x;
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if(angleUseSurf == 1) {
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vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
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ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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ang = radians(ang);
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float pha = phase.x;
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if(phaseUseSurf == 1) {
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vec4 _vMap = texture2D( phaseSurf, v_vTexcoord );
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pha = mix(phase.x, phase.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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#endregion
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vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
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vec2 pos = (ntx - position) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * amo;
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float value = 0.0;
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int num = 4;
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float as = radians(rangleRange.x);
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float an = radians(rangleRange.y);
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for(int i = 0; i < num; i++) {
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float a = mix(as, an, float(i) / float(num));
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float w = pos.x * sin(a) + pos.y * cos(a);
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value += sin(w + pha * PI * 2.);
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}
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float _s = 1. + sin(value * PI / 2.0);
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gl_FragColor = mix(color0, color1, _s);
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} #endregion
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