/*{ "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); }