
//reference: http://glslsandbox.com/e#43216.0shader PaintColors[[ string help = "Painterly Texture Map Distortion", string label = "Paint Colors" ]]( float tm=0[[float min=0, float max=100]], float offX=0.175[[float min=0, float max=0.5]], float offY=0.275[[float min=0, float max=0.5]], float offZ=0.25[[float min=0, float max=0.5]], output color c = 0){ int complexity = 47; // More points of color. float fluid_speed = 108.0; // Drives speed, higher number will make it slower. float clrInt = 0.8; vector p=vector(u,v,0); p=P; for(int i=1;i<complexity;i++) { vector newp = p + tm*0.001; float s=i; newp[0]+=0.6/s*sin(s*p[2]+tm/fluid_speed+0.3*s) + offX; // + mouse[1]/mouse_factor+mouse_offset; newp[1]+=0.6/s*sin(s*p[0]+tm/fluid_speed+0.3*(i+10)) - offY; // - mouse[0]/mouse_factor+mouse_offset; newp[2]+=0.6/s*sin(s*p[1]+tm/fluid_speed+0.3*s) + offZ; p=newp; } c=vector(clrInt*sin(3.0*p[0])+clrInt, clrInt*sin(3.0*p[1])+clrInt, clrInt*sin(p[0]+p[2])+clrInt);}