Files
r_e_c_u_r/Shaders/1-input/displace.frag
2020-03-12 22:08:45 +00:00

77 lines
1.9 KiB
GLSL

precision mediump float;
// template : glsl.ergonenous-tones.com
varying vec2 tcoord; // location
uniform sampler2D tex; // texture one
uniform sampler2D tex2; // texture two
uniform vec2 tres; // size of texture (screen)
uniform vec4 fparams; // 4 floats coming in
uniform ivec4 iparams; // 4 ints coming in
uniform float ftime; // 0.0 to 1.0
uniform int itime; // increases when ftime hits 1.0
//f0::
//f1::
//f2::
float f0 = mix(0.0, 1.0, fparams[0]);
float f1 = mix(0.0, 1.0, fparams[1]);
float f2 = mix(0.0, 1.0, fparams[2]);
float time = float(itime) + ftime;
vec2 resolution = tres;
#define PI 3.1415926538979323846
#define TWO_PI 2*PI
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 = 1.0e-10;
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);
}
vec4 displace(sampler2D tex, vec2 pos){
vec4 texColourZoom;
vec2 center;
vec4 color = texture2D(tex, pos);
vec3 hsv = rgb2hsv(color.rgb);
float hueR = (floor(hsv.x*10.0)/10.0);
float angle = (6.28 * hueR) + 6.28 * f1 ;
float length = f2*0.05;
if(hsv.z > 0.5){
pos.x = pos.x + length* cos(angle);
pos.y = pos.y + length* sin(angle);
}
if((pos.x < 0.0)||(pos.y < 0.0)||(pos.x > 1.0)||(pos.y > 1.0)){
texColourZoom = vec4(0.0);
}
else{
texColourZoom = texture2D(tex, pos);
}
return texColourZoom;
}
void main( void ) {
vec4 texColour0;
vec4 colour;
colour = displace(tex, tcoord);
gl_FragColor = colour;
}