Mindustry/core/assets/shaders/slag.frag
2020-03-10 19:48:38 -04:00

87 lines
2.2 KiB
GLSL
Executable File

#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
//shade 1 + 2
#define s2 vec3(100.0, 93.0, 49.0) / 100.0
#define s1 vec3(100.0, 60.0, 25.0) / 100.0
uniform sampler2D u_texture;
uniform vec2 camerapos;
uniform vec2 screensize;
uniform float time;
varying vec4 v_color;
varying vec2 v_texCoord;
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(){
vec2 c = v_texCoord.xy;
vec4 color = texture2D(u_texture, c);
vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y);
vec2 coords = c / v + camerapos;
float stime = time / 5.0;
float mscl = 30.0;
float mth = 5.0;
//if there's something actually there
if(color.r > 0.01){
vec4 old = color;
color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0);
if(color.r < 0.01){
color = old;
}
const float bs = 1.1;
float n1 = snoise(coords / (30.0 * bs) + vec2(time) / 280.0);
float n2 = snoise((coords + vec2(632.0)) / (14.0 * bs) + vec2(0.0, -time) / 290.0);
float n3 = snoise((coords + vec2(2233.0)) / (25.0 * bs) + vec2(time, 0.0) / 380.0);
float r = (n1 + n2 + n3) / 3.0;
if(r < -0.5){
color = vec4(s2, color.a);
}else if(r < -0.2){
color = vec4(s1, color.a);
}
}
gl_FragColor = color;
}