/*{ "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; }