Back to shaders

Shader test bench

Noise Pixellate.fs

vidvox-isf-files generative glsl runnable fragment MIT
Source
runnable fragment

Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.

Code

uniform sampler2D inputImage;
uniform float cell_size;
uniform float sigGain;
uniform int mode;
uniform int shape;
precision mediump float;

/*{
	"CREDIT": "by VIDVOX",
	"ISFVSN": "2",
	"CATEGORIES": [
		"Stylize", "Noise"
	],
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "cell_size",
			"TYPE": "float",
			"MIN": 0.001,
			"MAX": 0.5,
			"DEFAULT": 0.025
		},
		{
			"NAME": "sigGain",
			"TYPE": "float",
			"MIN": 0.0,
			"MAX": 1.0,
			"DEFAULT": 0.0
		},
		{
			"NAME": "mode",
			"VALUES": [
				0,
				1
			],
			"LABELS": [
				"Multiply",
				"Threshold"
			],
			"DEFAULT": 1,
			"TYPE": "long"
		},
		{
			"NAME": "shape",
			"VALUES": [
				0,
				1
			],
			"LABELS": [
				"Square",
				"Rectangle"
			],
			"DEFAULT": 0,
			"TYPE": "long"
		}
	]
}*/

#ifndef GL_ES
float distance (vec2 center, vec2 pt)
{
	float tmp = pow(center.x-pt.x,2.0)+pow(center.y-pt.y,2.0);
	return pow(tmp,0.5);
}
#endif

float rand(vec2 co){
    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

void main()
{
// CALCULATE EDGES OF CURRENT CELL
	//	At 0.0 just do a pass-thru
	if (cell_size == 0.0)	{
		gl_FragColor = IMG_THIS_PIXEL(inputImage);
	}
	else	{
		// Position of current pixel
		vec2 xy; 
		xy.x = (gl_FragCoord.xy / u_resolution.xy)[0];
		xy.y = (gl_FragCoord.xy / u_resolution.xy)[1];


		// Left and right of tile
		float CellWidth = cell_size;
		float CellHeight = cell_size;
		if (shape==0)	{
			CellHeight = cell_size * u_resolution.x / u_resolution.y;
		}

		float x1 = floor(xy.x / CellWidth)*CellWidth;
		float x2 = clamp((ceil(xy.x / CellWidth)*CellWidth), 0.0, 1.0);
		// Top and bottom of tile
		float y1 = floor(xy.y / CellHeight)*CellHeight;
		float y2 = clamp((ceil(xy.y / CellHeight)*CellHeight), 0.0, 1.0);

		// GET AVERAGE CELL COLOUR
		// Average left and right pixels
		vec4 original = IMG_THIS_PIXEL(inputImage);
		vec4 avgX = (texture2D(inputImage, vec2(x1, y1))+(texture2D(inputImage, vec2(x2, y1)))) / 2.0;
		// Average top and bottom pixels
		vec4 avgY = (texture2D(inputImage, vec2(x1, y1))+(texture2D(inputImage, vec2(x1, y2)))) / 2.0;
		// Centre pixel
		vec4 avgC = texture2D(inputImage, vec2(x1+(CellWidth/2.0), y2+(CellHeight/2.0)));	// Average the averages + centre
		vec4 avgClr = (avgX+avgY+avgC) / 3.0;
		avgClr.a = original.a;
		
		float thresh = (avgClr.r + avgClr.g + avgClr.b) * avgClr.a / 3.0;
		
		if (mode == 0)	{
			float rVal = (1.0 + sigGain) * rand(xy + thresh);
			rVal = (rVal > 1.0) ? 1.0 : rVal;
			avgClr.rgb *= rVal;
		}
		else if (mode == 1)	{
			float rVal = rand(xy + thresh) / (1.0 + sigGain);
			rVal = (rVal > 1.0) ? 1.0 : rVal;
			avgClr = (thresh > rVal) ? avgClr : vec4(0.0,0.0,0.0,original.a);
		}
		gl_FragColor = avgClr;
	}
}