mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
124 lines
3.3 KiB
GLSL
124 lines
3.3 KiB
GLSL
#define TAU 6.28318530718
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#define MAX_RANGE 3.
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 subdivision;
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uniform vec2 progress;
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uniform int progressUseSurf;
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uniform sampler2D progressSurf;
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uniform vec4 movement;
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uniform int movementUseSurf;
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uniform sampler2D movementSurf;
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uniform vec2 rotation;
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uniform int rotationUseSurf;
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uniform sampler2D rotationSurf;
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uniform float gravity;
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uniform float scale;
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uniform float alpha;
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uniform int axis;
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uniform float brickShift;
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uniform float skew;
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vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
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vec2 cellID(in vec2 coord) {
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vec2 idx = floor(coord * subdivision);
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vec2 prg = (coord - idx / subdivision) * subdivision;
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vec2 rng = (random2(vec2((axis == 0? idx.y : idx.x) + 100.)) - .5) * 2.;
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if(axis == 0) {
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coord.x += mod(idx.y, 2.) * brickShift / subdivision.x;
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coord.x += (prg.y - .5) * 2. / subdivision.x * skew * 0.5 * rng.x;
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} else {
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coord.y += mod(idx.x, 2.) * brickShift / subdivision.x;
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coord.y += (prg.x - .5) * 2. / subdivision.y * skew * 0.5 * rng.y;
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}
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vec2 cel = floor(coord * subdivision) / subdivision + .5 / subdivision;
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return cel;
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}
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vec4 uvInFrag(in vec2 coord, in vec2 fragID) {
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vec2 fragUV = coord - fragID;
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float pro = progress.x;
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if(progressUseSurf == 1) {
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vec4 _vMap = texture2D( progressSurf, fragID );
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pro = mix(progress.x, progress.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 mvm = movement.xy;
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if(movementUseSurf == 1) {
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vec4 _vMap = texture2D( movementSurf, fragID );
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mvm = mix(movement.xz, movement.yw, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float rta = rotation.x;
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if(rotationUseSurf == 1) {
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vec4 _vMap = texture2D( rotationSurf, fragID );
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rta = mix(rotation.x, rotation.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float sca = mix(1., scale, pro);
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float ang = pro * radians(rta);
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mat2 rot = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
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vec2 mov = mvm / dimension;
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float grv = gravity;
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vec2 pos = mov * pro;
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pos.y += grv * pro * pro;
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vec2 uv = fragID + (fragUV - pos) / sca * rot;
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vec2 newID = cellID(uv);
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return vec4(
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uv,
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pro,
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float(newID == fragID)
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);
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}
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vec4 blend(in vec4 bg, in vec4 fg) {
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float al = fg.a + bg.a * (1. - fg.a);
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if(al == 0.) return bg;
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vec4 res = ((fg * fg.a) + (bg * bg.a * (1. - fg.a))) / al;
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res.a = al;
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return res;
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}
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void main() {
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gl_FragColor = vec4(0.);
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// gl_FragColor = vec4(cellID(v_vTexcoord), 0., 1.); return;
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vec2 fragSize = 1. / subdivision;
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for(float i = -MAX_RANGE; i <= MAX_RANGE; i++)
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for(float j = -MAX_RANGE; j <= MAX_RANGE * 2.; j++) {
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vec2 tx = v_vTexcoord + fragSize * vec2(j, i);
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vec2 cl = cellID(tx);
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vec4 uv = uvInFrag(v_vTexcoord, cl);
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if(uv.w == 0.) continue;
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if(uv.x < 0. || uv.x > 1. || uv.y < 0. || uv.y > 1.) continue;
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float pro = uv.z;
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float alp = mix(1., alpha, pro);
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vec4 c = texture2D( gm_BaseTexture, uv.xy );
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c.a *= alp;
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gl_FragColor = blend(gl_FragColor, c);
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}
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}
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