mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
103 lines
3.1 KiB
GLSL
103 lines
3.1 KiB
GLSL
// Tiling algorithms
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// Copyright © 2015 Inigo Quilez
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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 surfaceDimension;
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uniform sampler2D surface;
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uniform int type;
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uniform float seed;
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vec4 hash4( vec2 p ) { return fract(sin(vec4( 1.0 + seed + dot(p, vec2(37.0, 17.0)),
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2.0 + seed + dot(p, vec2(11.0, 47.0)),
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3.0 + seed + dot(p, vec2(41.0, 29.0)),
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4.0 + seed + dot(p, vec2(23.0, 31.0)))) * 103.0); }
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vec4 randomSample( in vec2 uv ) {
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vec2 iuv = floor( uv );
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vec2 fuv = fract( uv );
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vec4 ofa = hash4( iuv + vec2(0.0, 0.0) );
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vec4 ofb = hash4( iuv + vec2(1.0, 0.0) );
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vec4 ofc = hash4( iuv + vec2(0.0, 1.0) );
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vec4 ofd = hash4( iuv + vec2(1.0, 1.0) );
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// transform per-tile uvs
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ofa.zw = vec2(sign(ofa.zw - 0.5));
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ofb.zw = vec2(sign(ofb.zw - 0.5));
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ofc.zw = vec2(sign(ofc.zw - 0.5));
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ofd.zw = vec2(sign(ofd.zw - 0.5));
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// uv's, and derivarives (for correct mipmapping)
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vec2 uva = uv * ofa.zw + ofa.xy;
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vec2 uvb = uv * ofb.zw + ofb.xy;
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vec2 uvc = uv * ofc.zw + ofc.xy;
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vec2 uvd = uv * ofd.zw + ofd.xy;
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// fetch and blend
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vec2 b = smoothstep(0.25, 0.75, fuv);
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return mix( mix( texture2D( surface, fract(uva) ),
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texture2D( surface, fract(uvb) ), b.x ),
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mix( texture2D( surface, fract(uvc) ),
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texture2D( surface, fract(uvd) ), b.x), b.y );
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}
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vec3 cellSample( in vec2 uv, float v ) {
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vec2 p = floor( uv );
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vec2 f = fract( uv );
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vec3 va = vec3(0.0);
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float w1 = 0.0;
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float w2 = 0.0;
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for( int j=-1; j<=1; j++ )
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for( int i=-1; i<=1; i++ ) {
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vec2 g = vec2( float(i), float(j) );
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vec4 o = hash4( p + g );
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vec2 r = g - f + o.xy;
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float d = dot(r, r);
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float w = exp(-5.0 * d );
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vec3 c = texture2D( surface, fract(uv + v * o.zw) ).xyz;
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va += w * c;
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w1 += w;
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w2 += w * w;
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}
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return va / w1;
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}
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float sum( vec3 v ) { return v.x + v.y + v.z; }
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vec3 onionSample( in vec2 x, float v ) {
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float k = hash4( x * 0.005 ).x;
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float l = k * 8.0;
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float f = fract(l);
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float ia = floor(l); // my method
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float ib = ia + 1.0;
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vec2 offa = sin(vec2(3.0, 7.0) * ia); // can replace with any other hash
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vec2 offb = sin(vec2(3.0, 7.0) * ib); // can replace with any other hash
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vec3 cola = texture2D( surface, fract(x + v * offa) ).xyz;
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vec3 colb = texture2D( surface, fract(x + v * offb) ).xyz;
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return mix( cola, colb, smoothstep(0.2, 0.8, f - 0.1 * sum(cola - colb)) );
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}
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void main() {
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vec2 surfRat = dimension / surfaceDimension;
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vec2 posRat = v_vTexcoord * surfRat;
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if(type == 0) gl_FragColor = texture2D( surface, fract(posRat) );
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else if(type == 1) gl_FragColor = randomSample( posRat );
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else if(type == 2) gl_FragColor = vec4(cellSample( posRat, 4. ), 1.);
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else if(type == 3) gl_FragColor = vec4(onionSample( posRat, 4. ), 1.);
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}
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