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Mindustry/core/assets/shaders/pattern.fragment
2017-10-22 21:58:05 -04:00

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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_color;
uniform vec2 u_texsize;
uniform float u_time;
uniform vec2 u_offset;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
vec2 T = v_texCoord.xy;
vec2 coords = (T * u_texsize) + u_offset;
float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0;
vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0);
vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
bool any = false;
float thickness = 1.0;
float step = 1.0;
if(texture2D(u_texture, T).a < 0.1 &&
(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
any = true;
if(any){
gl_FragColor = u_color * vec4(si, si, si, 1.0);
}else{
//coords.x = float(int(coords.x));
if(color.a > 0.1){
float x = coords.x;
float y = coords.y;
float time = u_time;
float w = 1.0;
float h = 1.0;
float f1 = sin(2.0*time+(y/4.0*cos(time/3.0)+(x/2.0)-w/4.0)*((y/3.0)-h/4.0)/w);
float f2 = -2.0*cos(11.0*time/9.0-11.0*pow(y, x)/9.0);
color.r = (f2 + f1) / 4.0*abs(cos(2.0*(x-y)/w + time));
color.g = (f2 + f1) /(3.0 + color.r);
color.b = (f2 + f1) /(2.5 + color.g);
}
gl_FragColor = color;
}
}