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| author | Akshay Nair <phenax5@gmail.com> | 2026-10-06 10:31:35 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-10-06 10:31:35 +0530 |
| commit | 86aef485479099cb86d7bd92a7f7abde2971dd61 (patch) | |
| tree | 96a3e900217ce3a91b2052d1f5e029b5e749675b /src/main/resources/shaders/mitosis.glsl | |
| parent | bd2e1ec3aba1368671f7d120f1a9183c5d29d95f (diff) | |
| download | art-playground-openrndr-86aef485479099cb86d7bd92a7f7abde2971dd61.tar.gz art-playground-openrndr-86aef485479099cb86d7bd92a7f7abde2971dd61.zip | |
Mitosis redux
Diffstat (limited to 'src/main/resources/shaders/mitosis.glsl')
| -rw-r--r-- | src/main/resources/shaders/mitosis.glsl | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/src/main/resources/shaders/mitosis.glsl b/src/main/resources/shaders/mitosis.glsl new file mode 100644 index 0000000..7d0d373 --- /dev/null +++ b/src/main/resources/shaders/mitosis.glsl @@ -0,0 +1,60 @@ +#version 430 +layout(local_size_x = 1, local_size_y = 1) in; + +#include <utils> + +uniform float seconds = 0; +layout(rgba8) uniform readonly image2D noise_texture; +layout(rgba8) uniform writeonly image2D output_image; + +uniform float antialiasing = 0.28; +uniform bool enable_antialiasing = true; + +float sample_noise(in vec2 p) { + vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); + return noise.x; +} + +vec3 image(vec2 uv) { + const vec3 bg_color = srgb(0.16, 0.16, 0.21); + const vec3 color1 = srgb(0.09, 0.57, 0.6); + const vec3 color2 = srgb(0.31, 0.23, 0.64); + const vec3 color3 = srgb(0.82, 0.06, 0.22); + + float duration = 10.0; + float t = mod(seconds, duration) - duration / 2; + t *= 0.5; + + vec3 color = bg_color; + vec2 p = uv * 11.6; + float v = 1 - (sin(p.x * p.x) - sin(p.y * p.y) - sin(t * p.x * p.y)); + color = mix(color, color1, step(v, 1.4)); + color = mix(color, color2, step(v, 1.1)); + color = mix(color, color3, step(v, 0.84)); + color = mix(color, color2, step(v, 0.6)); + color = mix(color, color1, step(v, 0.3)); + color = mix(color, bg_color, step(v, 0.1)); + + return color; +} + +vec3 antialiased_image(vec2 uv) { + vec2 resolution = vec2(imageSize(output_image).xy); + float s = antialiasing / max(resolution.x, resolution.y); + vec3 sum = vec3(0); + int count = 0; + for (int i = -2; i < 2; i++) + for (int j = -2; j < 2; j++, count++) + sum += image(uv + vec2(i, j) * s); + return sum / count; +} + +void main() { + vec2 resolution = vec2(imageSize(output_image).xy); + float aspect_ratio = resolution.y / resolution.x; + vec2 uv = (gl_GlobalInvocationID.xy - resolution / 2.) * vec2(1.0, aspect_ratio) / resolution; + + vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv); + + imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); +} |
