brickProceduralTexture.fragment.fx 1.7 KB

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  1. precision highp float;
  2. varying vec2 vPosition;
  3. varying vec2 vUV;
  4. uniform float numberOfBricksHeight;
  5. uniform float numberOfBricksWidth;
  6. uniform vec3 brickColor;
  7. uniform vec3 jointColor;
  8. float rand(vec2 n) {
  9. return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  10. }
  11. float noise(vec2 n) {
  12. const vec2 d = vec2(0.0, 1.0);
  13. vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
  14. return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
  15. }
  16. float fbm(vec2 n) {
  17. float total = 0.0, amplitude = 1.0;
  18. for (int i = 0; i < 4; i++) {
  19. total += noise(n) * amplitude;
  20. n += n;
  21. amplitude *= 0.5;
  22. }
  23. return total;
  24. }
  25. float round(float number){
  26. return sign(number)*floor(abs(number) + 0.5);
  27. }
  28. void main(void)
  29. {
  30. float brickW = 1.0 / numberOfBricksWidth;
  31. float brickH = 1.0 / numberOfBricksHeight;
  32. float jointWPercentage = 0.01;
  33. float jointHPercentage = 0.05;
  34. vec3 color = brickColor;
  35. float yi = vUV.y / brickH;
  36. float nyi = round(yi);
  37. float xi = vUV.x / brickW;
  38. if (mod(floor(yi), 2.0) == 0.0){
  39. xi = xi - 0.5;
  40. }
  41. float nxi = round(xi);
  42. vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);
  43. if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){
  44. color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);
  45. }
  46. else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){
  47. color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);
  48. }
  49. else {
  50. float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);
  51. if (brickColorSwitch == 0.0)
  52. color = mix(color, vec3(0.33, 0.33, 0.33), 0.3);
  53. else if (brickColorSwitch == 2.0)
  54. color = mix(color, vec3(0.11, 0.11, 0.11), 0.3);
  55. }
  56. gl_FragColor = vec4(color, 1.0);
  57. }