mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
106 lines
3.2 KiB
GLSL
106 lines
3.2 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 position;
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uniform vec2 u_resolution;
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uniform vec2 scale;
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uniform int scaleUseSurf;
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uniform sampler2D scaleSurf;
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uniform int iteration;
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uniform float seed;
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uniform int tile;
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uniform int colored;
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uniform vec2 colorRanR;
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uniform vec2 colorRanG;
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uniform vec2 colorRanB;
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vec2 sca;
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vec3 hsv2rgb(vec3 c) { #region
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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} #endregion
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + vec2(21.456, 46.856), vec2(12.989, 78.233))) * (43758.545 + seed)); }
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float randomFloat (in vec2 st, float seed) { #region
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float sedSt = floor(seed);
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float sedFr = fract(seed);
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return mix(random(st, sedSt), random(st, sedSt + 1.), sedFr);
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} #endregion
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vec2 random2 (in vec2 st, float seed) { return vec2(random(st, seed), random(st, seed + 1.864)); }
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float noise (in vec2 st, in vec2 scale) { #region
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vec2 cellMin = floor(st);
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vec2 cellMax = floor(st) + vec2(1., 1.);
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if(tile == 1) {
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cellMin = mod(cellMin, scale);
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cellMax = mod(cellMax, scale);
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}
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vec2 f = fract(st);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = randomFloat(vec2(cellMin.x, cellMin.y), seed);
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float b = randomFloat(vec2(cellMax.x, cellMin.y), seed);
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float c = randomFloat(vec2(cellMin.x, cellMax.y), seed);
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float d = randomFloat(vec2(cellMax.x, cellMax.y), seed);
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return abs(mix(mix(a, b, u.x), mix(c, d, u.x), u.y));
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} #endregion
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float perlin(in vec2 st) { #region
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float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
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float n = 0.;
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vec2 pos = st;
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vec2 sc = sca;
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for(int i = 0; i < iteration; i++) {
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n += noise(pos, sc) * amp;
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pos += random2(vec2(float(i), float(i)), seed + 1.574186) * sc;
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sc *= 2.;
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amp *= .5;
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pos *= 2.;
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}
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return n;
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} #endregion
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void main() { #region
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#region params
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sca = scale;
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if(scaleUseSurf == 1) {
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vec4 _vMap = texture2D( scaleSurf, v_vTexcoord );
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sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.));
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}
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#endregion
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if(colored == 0) {
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vec2 pos = (v_vTexcoord + position) * sca;
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gl_FragColor = vec4(vec3(perlin(pos)), 1.0);
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} else if(colored == 1) {
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float randR = colorRanR[0] + perlin((v_vTexcoord + position) * sca) * (colorRanR[1] - colorRanR[0]);
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float randG = colorRanG[0] + perlin((v_vTexcoord + position + vec2(1.7227, 4.55529)) * sca) * (colorRanG[1] - colorRanG[0]);
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float randB = colorRanB[0] + perlin((v_vTexcoord + position + vec2(6.9950, 6.82063)) * sca) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(randR, randG, randB, 1.0);
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} else if(colored == 2) {
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float randH = colorRanR[0] + perlin((v_vTexcoord + position) * sca) * (colorRanR[1] - colorRanR[0]);
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float randS = colorRanG[0] + perlin((v_vTexcoord + position + vec2(1.7227, 4.55529)) * sca) * (colorRanG[1] - colorRanG[0]);
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float randV = colorRanB[0] + perlin((v_vTexcoord + position + vec2(6.9950, 6.82063)) * sca) * (colorRanB[1] - colorRanB[0]);
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gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0);
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}
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} #endregion |