【Defold】modelコンポーネント用少し落書きっぽい「Hand Drawn」シェーダー
目次
シェーダーコード
attribute highp vec4 position;
attribute mediump vec2 texcoord0;
attribute mediump vec3 normal;
uniform mediump mat4 mtx_worldview;
uniform mediump mat4 mtx_view;
uniform mediump mat4 mtx_proj;
uniform mediump mat4 mtx_normal;
uniform mediump vec4 light;
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
void main()
{
vec4 p = mtx_worldview * vec4(position.xyz, 1.0);
var_position = p;
var_texcoord0 = texcoord0;
var_normal = normalize((mtx_normal * vec4(normal, 0.0)).xyz);
gl_Position = mtx_proj * p;
}
varying highp vec4 var_position;
varying mediump vec3 var_normal;
varying mediump vec2 var_texcoord0;
uniform lowp sampler2D tex0;
uniform lowp vec4 tint;
uniform lowp vec4 _HandDrawnAmount;
uniform lowp vec4 _HandDrawnSpeed;
uniform lowp vec4 _Time;
void main()
{
vec4 tint_pm = vec4(tint.xyz * tint.w, tint.w);
vec2 uvCopy = var_texcoord0.xy;
float handDrawnSpeed = (floor(_Time.w * 20.0 * _HandDrawnSpeed.w) / _HandDrawnSpeed.w) * _HandDrawnSpeed.w;
uvCopy.x = sin((uvCopy.x * _HandDrawnAmount.w + handDrawnSpeed) * 4.0);
uvCopy.y = cos((uvCopy.y * _HandDrawnAmount.w + handDrawnSpeed) * 4.0);
vec2 handDrawnUV = mix(var_texcoord0.xy, var_texcoord0.xy + uvCopy, 0.0005 * _HandDrawnAmount.w);
vec4 col = texture2D(tex0, handDrawnUV) * tint_pm;
gl_FragColor = col;
}
マテリアルの設定はこちらです。
サンプルコード
function init(self)
go.set(msg.url("#model"), "_Time", vmath.vector4(0, 0, 0, 0.0))
go.animate(msg.url("#model"), "_Time.w", go.PLAYBACK_LOOP_PINGPONG, 2.0, go.EASING_LINEAR, 2.0)
end