Pixel-Composer/shaders/sh_noise_fold/sh_noise_fold.fsh

34 lines
856 B
GLSL

// Based on FabriceNeyret2 - plop 2 shader
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float rotation;
uniform vec2 scale;
uniform int iteration;
uniform float stretch;
uniform float amplitude;
uniform int mode;
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
float ang = radians(rotation);
vec2 pos = (ntx - position / dimension) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
vec4 col = vec4(0., 0., 0., 1.);
for (int i = 0; i < iteration; i++) {
pos += cos( pos.yx * 3. + vec2(0.0, stretch)) / 3.;
pos += sin( pos.yx + vec2(stretch, 0.0)) / 2.;
pos *= amplitude;
}
if(mode == 0) col += length(mod(pos, 2.) - 1.);
else col.xy += abs(mod(pos, 2.) - 1.);
gl_FragColor = col;
}