marble.fragment.fx 2.0 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. varying vec2 vPosition;
  5. varying vec2 vUV;
  6. uniform float numberOfBricksHeight;
  7. uniform float numberOfBricksWidth ;
  8. const vec3 tileSize = vec3(1.1, 1.0, 1.1);
  9. const vec3 tilePct = vec3(0.98, 1.0, 0.98);
  10. float rand(vec2 n) {
  11. return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  12. }
  13. float noise(vec2 n) {
  14. const vec2 d = vec2(0.0, 1.0);
  15. vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
  16. return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
  17. }
  18. float turbulence(vec2 P)
  19. {
  20. float val = 0.0;
  21. float freq = 1.0;
  22. for (int i = 0; i < 4; i++)
  23. {
  24. val += abs(noise(P*freq) / freq);
  25. freq *= 2.07;
  26. }
  27. return val;
  28. }
  29. float round(float number){
  30. return sign(number)*floor(abs(number) + 0.5);
  31. }
  32. vec3 marble_color(float x)
  33. {
  34. vec3 col;
  35. x = 0.5*(x + 1.);
  36. x = sqrt(x);
  37. x = sqrt(x);
  38. x = sqrt(x);
  39. col = vec3(.2 + .75*x);
  40. col.b *= 0.95;
  41. return col;
  42. }
  43. void main()
  44. {
  45. vec3 brick = vec3(0.77, 0.47, 0.40);
  46. vec3 joint = vec3(0.72, 0.72, 0.72);
  47. float brickW = 1.0 / numberOfBricksWidth;
  48. float brickH = 1.0 / numberOfBricksHeight;
  49. float jointWPercentage = 0.01;
  50. float jointHPercentage = 0.01;
  51. vec3 color = brick;
  52. float yi = vUV.y / brickH;
  53. float nyi = round(yi);
  54. float xi = vUV.x / brickW;
  55. if (mod(floor(yi), 2.0) == 0.0){
  56. xi = xi - 0.5;
  57. }
  58. float nxi = round(xi);
  59. vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);
  60. if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){
  61. color = mix(joint, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);
  62. }
  63. else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){
  64. color = mix(joint, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);
  65. }
  66. else {
  67. float amplitude = 9.0;
  68. float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));
  69. t += amplitude * turbulence(brickvUV.xy);
  70. t = sin(t);
  71. color = marble_color(t);
  72. }
  73. gl_FragColor = vec4(color, 0.0);
  74. }