Pixel-Composer/shaders/sh_pixel_cloud/sh_pixel_cloud.fsh
2022-12-12 15:08:03 +07:00

130 lines
3.0 KiB
GLSL

//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float seed;
uniform float strength;
uniform float dist;
uniform int useMap;
uniform sampler2D strengthMap;
uniform int gradient_blend;
uniform vec4 gradient_color[16];
uniform float gradient_time[16];
uniform int gradient_keys;
uniform float alpha_curve[4];
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 0.0000000001;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float hueDist(float a0, float a1, float t) {
float da = fract(a1 - a0);
float ds = fract(2. * da) - da;
return a0 + ds * t;
}
vec3 hsvMix(vec3 c1, vec3 c2, float t) {
vec3 h1 = rgb2hsv(c1);
vec3 h2 = rgb2hsv(c2);
vec3 h = vec3(0.);
h.x = h.x + hueDist(h1.x, h2.x, t);
h.y = mix(h1.y, h2.y, t);
h.z = mix(h1.z, h2.z, t);
return hsv2rgb(h);
}
vec4 gradientEval(in float prog) {
vec4 col = vec4(0.);
for(int i = 0; i < 16; i++) {
if(gradient_time[i] == prog) {
col = gradient_color[i];
break;
} else if(gradient_time[i] > prog) {
if(i == 0)
col = gradient_color[i];
else {
float t = (prog - gradient_time[i - 1]) / (gradient_time[i] - gradient_time[i - 1]);
if(gradient_blend == 0)
col = mix(gradient_color[i - 1], gradient_color[i], t);
else if(gradient_blend == 1)
col = gradient_color[i - 1];
else if(gradient_blend == 2)
col = vec4(hsvMix(gradient_color[i - 1].rgb, gradient_color[i].rgb, t), 1.);
}
break;
}
if(i >= gradient_keys - 1) {
col = gradient_color[gradient_keys - 1];
break;
}
}
return col;
}
float curveEval(in float curve[4], in float prog) {
return pow(1. - prog, 3.) * curve[0] +
3. * pow(1. - prog, 2.) * prog * curve[1] +
3. * (1. - prog) * pow(prog, 2.) * curve[2] +
pow(prog, 3.) * curve[3];
}
float frandom (in vec2 st, in float _seed) {
float f = fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(15.15 + seed, 32.156 + _seed) * 12.588) * 43758.5453123);
f = f * 2. - 1.;
return f;
}
vec2 vrandom (in vec2 st) {
return vec2(frandom(st, 165.874), frandom(st, 98.601));
}
void main() {
vec2 _pos = v_vTexcoord;
float str = strength;
vec2 _vec = vrandom(_pos) * str * dist;
if(useMap == 1) {
vec4 _map = texture2D( strengthMap, _pos);
_vec.x *= _map.r;
_vec.y *= _map.g;
str *= dot(_map.rg, _map.rg);
}
str += frandom(_pos, 12.01) * abs(.1) * str;
vec2 _new_pos = _pos - _vec;
vec4 _col;
if(_new_pos == clamp(_new_pos, 0., 1.)) {
_col = texture2D( gm_BaseTexture, _pos - _vec );
_col.rgb *= gradientEval(str).rgb;
_col.a *= curveEval(alpha_curve, str);
} else {
_col = vec4(0.);
}
gl_FragColor = _col;
}