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authorAkshay Nair <phenax5@gmail.com>2026-09-30 01:08:35 +0530
committerAkshay Nair <phenax5@gmail.com>2026-09-30 01:09:12 +0530
commit0fc4f3de01b6ef63e1fc8d36d581a542b3c27a42 (patch)
tree941ca7fe8ffb14a3d1f7bb50d28b08724560e5d5 /src/main/resources/shaders
parent767af57d339988a77791b9d007544664f80567ad (diff)
downloadart-playground-openrndr-0fc4f3de01b6ef63e1fc8d36d581a542b3c27a42.tar.gz
art-playground-openrndr-0fc4f3de01b6ef63e1fc8d36d581a542b3c27a42.zip
Add night vista
Diffstat (limited to '')
-rw-r--r--src/main/resources/shaders/vista_night.glsl84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/main/resources/shaders/vista_night.glsl b/src/main/resources/shaders/vista_night.glsl
new file mode 100644
index 0000000..3cabd15
--- /dev/null
+++ b/src/main/resources/shaders/vista_night.glsl
@@ -0,0 +1,84 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <sdf>
+#include <noise>
+#include <utils>
+
+uniform float seconds = 0;
+layout(rgba8) uniform writeonly image2D output_image;
+
+uniform float antialiasing = 0.28;
+uniform bool enable_antialiasing = true;
+
+vec3 image(vec2 uv) {
+ const vec3 mooncolor = srgb(1, 0.86, 0.99);
+ const vec3 starcolor = srgb(1, 0.86, 0.99);
+ const vec3 m1color = srgb(0.1, 0.1, 0.2);
+ const vec3 m2color = srgb(0.15, 0.16, 0.3);
+ const vec3 m3color = srgb(0.16, 0.18, 0.36);
+ const vec3 m4color = srgb(0.21, 0.23, 0.42);
+
+ vec3 color = srgb(0.06, 0.07, 0.1);
+
+ {
+ vec2 p = uv;
+ float gap = 0.06;
+ vec2 id = round(p / gap);
+ p -= id * gap;
+ float starry = sdf_circle(p - 0.06 * vec2(fbm(id * 100), fbm(id * 200)), 0.0015);
+ color = mix(color, starcolor, step(starry, 0));
+ }
+
+ {
+ vec2 p = uv - vec2(-0.26, 0.2);
+ float moon = sdf_circle(p, 0.06);
+ float moonshadow = sdf_circle(p - 0.02, 0.06);
+ color = mix(color, mooncolor, step(max(-moonshadow, moon), 0));
+ }
+
+ float yoff = 0;
+ {
+ yoff -= 0.10;
+ float v = yoff + uv.y - sin(smoothstep(uv.x, 1.6, 0.6) * (20 - 4 * fbm(uv * 2))) * (0.01 + 0.02 * fbm(uv * 3));
+ color = mix(color, m1color, step(v, 0));
+ }
+ {
+ yoff += 0.08;
+ float v = yoff + uv.y - sin(smoothstep(-uv.x + 0.09, 1.1, 0.5) * 18) * 0.02;
+ color = mix(color, m2color, step(v, 0));
+ }
+ {
+ yoff += 0.08;
+ float v = yoff + uv.y - sin(smoothstep(uv.x - 0.06, 1.1, 0.8) * 20) * 0.03;
+ color = mix(color, m3color, step(v, 0));
+ }
+ {
+ yoff += 0.12;
+ float v = yoff + uv.y - sin(smoothstep(-uv.x + 0.03, 1.1, 0.8) * 20) * 0.02;
+ color = mix(color, m4color, step(v, 0));
+ }
+
+ 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));
+}