mkxp-sunshine/shader/worldMachine.frag
2026-05-26 21:00:50 +03:00

65 lines
1.8 KiB
GLSL

uniform sampler2D texture;
uniform vec2 texSizeInv;
uniform lowp vec4 tone;
uniform lowp float opacity;
uniform lowp vec4 color;
uniform lowp vec4 modulate;
uniform float bushDepth;
uniform lowp float bushOpacity;
uniform float uTime;
varying vec2 v_texCoord;
const vec3 lumaF = vec3(.299, .587, .114);
vec2 rand(float seed) {
return fract(sin(vec2(seed * 12.9898, seed * 78.233)) * 43758.5453);
}
vec4 clampedTexture2D(sampler2D s, vec2 uv){
if (uv.x > 1.0 || uv.y > 1.0 || uv.x < 0.0 || uv.y < 0.0)
return vec4(0, 0, 0, 0);
else
return texture2D(s, uv);
}
void main(){
/* Sample source color */
vec4 frag = texture2D(texture, v_texCoord);
/* Apply gray */
float luma = dot(frag.rgb, lumaF);
frag.rgb = mix(frag.rgb, vec3(luma), tone.w);
/* Apply tone */
frag.rgb += tone.rgb;
/* Apply color */
frag.rgb = mix(frag.rgb, color.rgb, color.a);
/* Apply modulation */
frag *= modulate;
/* glitch effect */
float randTime = rand(floor(uTime * 15.0)).x;
vec4 glitchFrag1 = clampedTexture2D(texture, v_texCoord + floor(randTime * 2.0 - 0.5) * texSizeInv);
vec4 glitchFrag2 = clampedTexture2D(texture, v_texCoord + floor(rand(floor(uTime * 15.0 + 67.6767)) * 2.0 - 0.5) * texSizeInv);
vec4 glitchFrag3 = clampedTexture2D(texture, v_texCoord + floor(rand(floor(uTime * 15.0 + 42.5252)) * 2.0 - 0.5) * texSizeInv);
vec3 glitchFrag = vec3(glitchFrag1.r, glitchFrag2.g * floor(randTime + 0.5), glitchFrag3.b * floor(1.0 - randTime + 0.5));
frag.rgb += mix(glitchFrag, glitchFrag * 0.25, frag.a);
frag.a += (glitchFrag1.a + glitchFrag2.a + glitchFrag3.a) * 0.125;
/* Apply opacity */
frag.a *= opacity;
/* Apply bush alpha by mathematical if */
lowp float underBush = float(v_texCoord.y < bushDepth);
frag.a *= clamp(bushOpacity + underBush, 0.0, 1.0);
gl_FragColor = frag;
}