#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform vec2 u_uv; uniform vec2 u_uv2; uniform float u_progress; uniform float u_time; varying vec4 v_color; varying vec2 v_texCoord; const float chunk = 4.0; bool id(vec2 coords, vec4 base, float basediff){ vec4 target = texture2D(u_texture, coords); return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y); } bool cont(vec2 T, vec2 v, float basediff){ float step = 1.0; vec4 base = texture2D(u_texture, T); return base.a > 0.1 && (id(T + vec2(0, step) * v, base, basediff) || id(T + vec2(0, -step) * v, base, basediff) || id(T + vec2(step, 0) * v, base, basediff) || id(T + vec2(-step, 0) * v, base, basediff)); } float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float round(float f){ return float(int(f / chunk)) * chunk; } vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void main() { vec2 t = v_texCoord.xy; vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); bool any = false; vec2 coords = (v_texCoord-u_uv) / v; /* const float scl = 10.0; float result = (snoise(vec3(coords.x / scl, coords.y / scl, u_time/400000.0)) + 1.0)/2.0; vec4 color = texture2D(u_texture, t); if(result < u_progress){ gl_FragColor = color; }else if(result < u_progress*2.0 && color.a > 0.1){ gl_FragColor = u_color; }else{ gl_FragColor = vec4(0.0); }*/ float value = coords.x + coords.y; vec4 color = texture2D(u_texture, t); vec2 rc = vec2(round(coords.x), round(coords.y)); vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v; float r = clamp(rand(rc) + u_progress, 0.0, 1.0); const float start = 0.7; const float end = 0.9; const float scl = 10.0; float result = snoise(vec3(coords.x / scl, coords.y / scl, u_time/400.0))*2.0; float dst = (abs(center.x - coords.x) + abs(center.y - coords.y)) / 2.0; if(dst - 1.0 < u_progress * (center.x) && dst> u_progress * (center.x) && color.a > 0.1){ gl_FragColor = u_color; }else if(r > end){ gl_FragColor = color; }else if(cont(t, v, 100.0) && mod(u_time / 1.5 + value, 20.0) < 5.0 && color.a > 0.1){ gl_FragColor = u_color; }else if(r > start && color.a > 0.1){ float fr = (r-start)*(1.0/(end-start)); vec2 next = rc + chunk/2.0; float rdst = max(abs(coords.x - next.x), abs(coords.y - next.y)) + result; if(rdst / (chunk/2.0) < fr){ gl_FragColor = u_color; }else{ gl_FragColor = vec4(0.0); } }else{ gl_FragColor = vec4(0.0); } /* if(mod(u_time / 1.5 + value, 30.0) < 15.0 && color.a > 0.1){ gl_FragColor = u_color; }else if(cont(t, v, 3.0)){ gl_FragColor = color; }else if(cont(t, v, 1.5)){ gl_FragColor = u_color; //}else if(mix(rand(vec2(dst)) * u_progress, 1.0, u_progress) > 0.5){ // gl_FragColor = texture2D(u_texture, T); }else{ gl_FragColor = vec4(0.0); }*/ }