float rand(vec2 x) { return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); } vec2 rand2(vec2 x) { return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)))) * 43758.5453); } vec3 rand3(vec2 x) { return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)), dot(x, vec2(13.254, 5.867)))) * 43758.5453); } float wave_constant(float x) { return 1.0; } float wave_sin(float x) { return 0.5-0.5*cos(3.14159265359*2.0*x); } float wave_triangle(float x) { x = fract(x); return min(2.0*x, 2.0-2.0*x); } float wave_square(float x) { return (fract(x) < 0.5) ? 0.0 : 1.0; } float mix_multiply(float x, float y) { return x*y; } float mix_add(float x, float y) { return min(x+y, 1.0); } float mix_max(float x, float y) { return max(x, y); } float mix_min(float x, float y) { return min(x, y); } float mix_min(float x, float y) { return min(x, y); } float mix_xor(float x, float y) { return min(x+y, 2.0-x-y); } float mix_pow(float x, float y) { return pow(x, y); } vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1 + (1.0-opacity)*c2; } vec3 blend_dissolve(vec2 uv, vec3 c1, vec3 c2, float opacity) { if (rand(uv) < opacity) { return c1; } else { return c2; } } vec3 blend_multiply(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*c1*c2 + (1.0-opacity)*c2; } vec3 blend_screen(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*(1.0-(1.0-c1)*(1.0-c2)) + (1.0-opacity)*c2; } float blend_overlay_f(float c1, float c2) { return (c1 < 0.5) ? (2.0*c1*c2) : (1.0-2.0*(1.0-c1)*(1.0-c2)); } vec3 blend_overlay(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_overlay_f(c1.x, c2.x), blend_overlay_f(c1.y, c2.y), blend_overlay_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_hard_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*0.5*(c1*c2+blend_overlay(uv, c1, c2, 1.0)) + (1.0-opacity)*c2; } float blend_soft_light_f(float c1, float c2) { return (c2 < 0.5) ? (2.0*c1*c2+c1*c1*(1.0-2.0*c2)) : 2.0*c1*(1.0-c2)+sqrt(c1)*(2.0*c2-1.0); } vec3 blend_soft_light(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_soft_light_f(c1.x, c2.x), blend_soft_light_f(c1.y, c2.y), blend_soft_light_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_burn_f(float c1, float c2) { return (c1==0.0)?c1:max((1.0-((1.0-c2)/c1)),0.0); } vec3 blend_burn(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_burn_f(c1.x, c2.x), blend_burn_f(c1.y, c2.y), blend_burn_f(c1.z, c2.z)) + (1.0-opacity)*c2; } float blend_dodge_f(float c1, float c2) { return (c1==1.0)?c1:min(c2/(1.0-c1),1.0); } vec3 blend_dodge(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*vec3(blend_dodge_f(c1.x, c2.x), blend_dodge_f(c1.y, c2.y), blend_dodge_f(c1.z, c2.z)) + (1.0-opacity)*c2; } vec3 blend_lighten(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*max(c1, c2) + (1.0-opacity)*c2; } vec3 blend_darken(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*min(c1, c2) + (1.0-opacity)*c2; } vec3 blend_difference(vec2 uv, vec3 c1, vec3 c2, float opacity) { return opacity*clamp(c2-c1, vec3(0.0), vec3(1.0)) + (1.0-opacity)*c2; } vec2 transform(vec2 uv, vec2 translate, float rotate, vec2 scale) { vec2 rv; uv -= vec2(0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += vec2(0.5); rv -= translate; return rv; } vec2 transform_repeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return fract(transform(uv, translate, rotate, scale)); } vec2 transform_norepeat(vec2 uv, vec2 translate, float rotate, vec2 scale) { return clamp(transform(uv, translate, rotate, scale), vec2(0.0), vec2(1.0)); } vec4 voronoi(vec2 uv, vec2 size, float intensity, int seed) { vec2 seed2 = rand2(vec2(float(seed), 1.0-float(seed))); uv *= size; float best_distance0 = 1.0; float best_distance1 = 1.0; vec2 point0; vec2 point1; vec2 p0 = floor(uv); for (int dx = -1; dx < 2; ++dx) { for (int dy = -1; dy < 2; ++dy) { vec2 d = vec2(float(dx), float(dy)); vec2 p = p0+d; p += rand2(seed2+mod(p, size)); float distance = length((uv - p) / size); if (best_distance0 > distance) { best_distance1 = best_distance0; best_distance0 = distance; point1 = point0; point0 = p; } else if (best_distance1 > distance) { best_distance1 = distance; point1 = p; } } } float edge_distance = dot(uv - 0.5*(point0+point1), normalize(point0-point1)); return vec4(point0, best_distance0*length(size)*intensity, edge_distance); } // From http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); 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); }