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https://github.com/Ttanasart-pt/Pixel-Composer.git
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32 lines
712 B
GLSL
32 lines
712 B
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 useSampler;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898 * seed, 78.233))) * 43758.5453123);
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}
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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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pos.x += random(vec2(0., floor(pos.y))) * shift;
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vec2 i = floor(pos);
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float n = random(i);
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if(useSampler == 0)
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gl_FragColor = vec4(vec3(n), 1.0);
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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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