/*{
"CREDIT": "by mojovideotech",
"ISFVSN": "2",
"CATEGORIES": [
"Stylize"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "rate",
"TYPE": "float",
"DEFAULT": 2.5,
"MIN": 0.0,
"MAX": 10.0
},
{
"NAME": "edge",
"TYPE": "float",
"DEFAULT": 0.001,
"MIN": 0.0,
"MAX": 0.01
},
{
"NAME": "blend",
"TYPE": "float",
"DEFAULT": 0.95,
"MIN": -1.0,
"MAX": 1.0
},
{
"NAME": "randomize",
"TYPE": "float",
"DEFAULT": 0.5,
"MIN": 0.0,
"MAX": 1.0
},
{
"NAME": "gamma",
"TYPE": "float",
"DEFAULT": -0.3,
"MIN": -0.5,
"MAX": 0.2
},
{
"NAME": "grid",
"TYPE": "point2D",
"DEFAULT": [ 64.0, 36.0 ],
"MIN": [ 1.5, 1.5 ],
"MAX": [ 900.0, 600.0 ]
}
]
}*/
////////////////////////////////////////////////////////////////////
// Boxinator by mojovideotech
//
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0
////////////////////////////////////////////////////////////////////
#ifdef GL_ES
precision mediump float;
#endif
//------------------------------------------------------------------
// simplex noise function
// by : Ian McEwan, Ashima Arts
// © 2011 Ashima Arts, MIT License
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
//------------------------------------------------------------------
float hash(float h) { return fract(sin(h) * 43758.5453123); }
vec2 tile(vec2 cell, vec2 size) { return fract(cell*size); }
float box(vec2 a, vec2 b){ vec2 o = step(b,a); return o.x*o.y; }
void main(void){
float T = TIME*rate;
vec2 uv = gl_FragCoord.xy/RENDERSIZE.xy;
vec2 g = floor(grid.xy);
float C = g.x*g.y ;
float I = 1.0 + floor(uv.x * g.x) + g.y * floor(uv.y * g.y) + g.x;
vec2 st = tile(uv, g);
float S = I / C * box(st, vec2(edge*g.xy));
S = mix(S,hash(S),randomize);
vec3 color = vec3(S*T);
float n = snoise(color+IMG_NORM_PIXEL(inputImage, uv.xy).xyz*blend);
gl_FragColor = sqrt(max(vec4(vec3(n, n, n ),1.0)+IMG_NORM_PIXEL(inputImage, uv.xy),0.0)+gamma);
}