mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
66 lines
2.1 KiB
GLSL
66 lines
2.1 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 dimension;
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uniform vec2 position;
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uniform vec2 scale;
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uniform float seed;
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uniform float shift;
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uniform int shiftAxis;
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uniform int useSampler;
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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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vec3 hsv2rgb(vec3 c) {
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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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}
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float randomSeed (in vec2 st, float _seed) { return fract(sin(dot(st.xy + vec2(5.0654, 9.684), vec2(12.9898, 78.233))) * (43758.5453123 + _seed)); }
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float random (in vec2 st) { return mix(randomSeed(st, floor(seed)), randomSeed(st, floor(seed) + 1.), fract(seed)); }
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void main() {
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vec2 st = v_vTexcoord - position / dimension;
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vec2 pos = vec2(st * scale);
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if(shiftAxis == 0) {
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//pos.x += random(vec2(0., floor(pos.y)));
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if(mod(pos.y, 2.) > 1.)
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pos.x += shift;
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} else if(shiftAxis == 1) {
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//pos.y += random(vec2(0., floor(pos.x)));
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if(mod(pos.x, 2.) > 1.)
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pos.y += shift;
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}
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if(useSampler == 0) {
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vec2 n = floor(pos);
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if(colored == 0) {
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gl_FragColor = vec4(vec3(random(n)), 1.0);
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} else if(colored == 1) {
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float randR = colorRanR[0] + random(n) * (colorRanR[1] - colorRanR[0]);
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float randG = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randB = colorRanB[0] + random(n + vec2(6.9950, 6.82063)) * (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] + random(n) * (colorRanR[1] - colorRanR[0]);
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float randS = colorRanG[0] + random(n + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]);
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float randV = colorRanB[0] + random(n + vec2(6.9950, 6.82063)) * (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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} else {
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vec2 samPos = floor(pos) / scale + 0.5 / scale;
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gl_FragColor = texture2D( gm_BaseTexture, samPos );
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}
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}
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