mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
70 lines
1.6 KiB
GLSL
70 lines
1.6 KiB
GLSL
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 int blend;
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uniform float rotation;
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uniform vec2 amount;
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uniform int amountUseSurf;
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uniform sampler2D amountSurf;
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uniform vec2 angle;
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uniform int angleUseSurf;
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uniform sampler2D angleSurf;
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uniform vec4 col1, col2;
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void main() {
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#region params
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float amo = amount.x;
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if(amountUseSurf == 1) {
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vec4 _vMap = texture2D( amountSurf, v_vTexcoord );
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amo = mix(amount.x, amount.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float ang = angle.x;
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if(angleUseSurf == 1) {
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vec4 _vMap = texture2D( angleSurf, v_vTexcoord );
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ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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ang = radians(ang);
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#endregion
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vec2 pos = v_vTexcoord - position;
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float _cell = 1. / (amo * 2.);
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pos.y -= _cell / 2.;
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pos *= mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
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float _xind = floor(pos.x / _cell);
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float _yind = floor(pos.y / _cell);
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float _xcell = fract(pos.x * amo * 2.);
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float _ycell = fract(pos.y * amo * 2.);
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float _x = _xcell;
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float _y = _ycell;
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if(mod(_xind, 2.) == 1.)
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_x = 1. - _xcell;
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float _h = _x > _y? _y + (1. - _x) : _y - _x;
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float _ychi = _x > _y ? _yind + 1. : _yind;
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if(mod(_ychi, 2.) == 1.) _h = 1. - _h;
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if(blend == 0) {
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gl_FragColor = _h < 0.5? col1 : col2;
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} else if(blend == 1) {
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gl_FragColor = mix(col1, col2, _h);
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} else if(blend == 2) {
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float px = 1. / max(dimension.x, dimension.y);
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_h = smoothstep(0.5 - px, 0.5 + px, _h);
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gl_FragColor = mix(col1, col2, _h);
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}
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}
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