/*{
"CATEGORIES": [
"Tile Effect"
],
"CREDIT": "",
"DESCRIPTION": "",
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "randomSeed",
"TYPE": "float"
},
{
"DEFAULT": 5,
"MAX": 15,
"MIN": 1,
"NAME": "repetitions",
"TYPE": "float"
},
{
"NAME": "randomizeOpacity",
"TYPE": "bool"
}
],
"ISFVSN": "2"
}
*/
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
vec2 paddedZoomedPosition(vec2 loc, float zl, vec2 c, float p) {
vec2 returnMe = loc;
float zoomMult = (1.0/zl);
vec2 modifiedCenter = 2.0*(1.0+p)*c/RENDERSIZE-(1.0+p);
float modifiedPadding = p;
returnMe.x = (returnMe.x)*zoomMult + p/2.0 - modifiedCenter.x;
returnMe.y = (returnMe.y)*zoomMult + p/2.0 - modifiedCenter.y;
returnMe.x = mod(returnMe.x,1.0+modifiedPadding) - p/2.0;
returnMe.y = mod(returnMe.y,1.0+modifiedPadding) - p/2.0;
return returnMe;
}
vec2 randomPaddedZoomedPositionWithSeed(vec2 loc, vec2 seed) {
float minZoomLevel = (4.0/RENDERSIZE.x);
vec2 zSeed = seed * vec2(0.128,9.21) + vec2(1.42,2.17);
vec2 cSeed1 = seed * vec2(0.436,0.931) + vec2(2.76,3.779);
vec2 cSeed2 = seed * vec2(2.831,2.173) + vec2(1.73,6.256);
float modZoom = 0.9*rand(zSeed);
vec2 modCenter = RENDERSIZE*vec2(rand(cSeed1),rand(cSeed2));
float modPad = 0.5*rand(seed);
modZoom = (modZoom < minZoomLevel) ? minZoomLevel : modZoom;
vec2 returnMe = paddedZoomedPosition(loc,modZoom,modCenter,modPad);
return returnMe;
}
void main() {
vec4 inputPixelColor = vec4(0.0);
int depth = int(repetitions);
vec2 loc = isf_FragNormCoord;
for (int i = 0;i < 15;++i) {
if (i >= depth)
break;
vec2 tmpSeed = vec2((1.12+float(i))*randomSeed+1.37,(1.92+float(i))*randomSeed+1.37);
float modOpacity = (randomizeOpacity) ? 0.25+0.75*rand(tmpSeed) : 1.0;
loc = randomPaddedZoomedPositionWithSeed(isf_FragNormCoord,tmpSeed);
if ((loc.x < 0.0)||(loc.y < 0.0)||(loc.x > 1.0)||(loc.y > 1.0)) {
//inputPixelColor = vec4(0.0);
}
else {
vec4 tmpColor = IMG_NORM_PIXEL(inputImage,loc);
inputPixelColor.rgb = inputPixelColor.rgb + tmpColor.rgb * tmpColor.a * modOpacity;
inputPixelColor.a += (tmpColor.a * modOpacity);
if (inputPixelColor.a > 0.99) {
break;
}
}
}
gl_FragColor = inputPixelColor;
}