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