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| author | Akshay Nair <phenax5@gmail.com> | 2026-10-15 01:43:03 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-10-15 01:43:03 +0530 |
| commit | 65f4bae19a70ee2cb90043648d7e45b4a2275f7b (patch) | |
| tree | b1a2edd172f60ae43e1d916049734f126ffb8f4b /src/main/resources/shaders | |
| parent | 686b2954a7cf0aae0493b4a974400aed64bbb96f (diff) | |
| download | art-playground-openrndr-65f4bae19a70ee2cb90043648d7e45b4a2275f7b.tar.gz art-playground-openrndr-65f4bae19a70ee2cb90043648d7e45b4a2275f7b.zip | |
More adopted moth + warmitup
Diffstat (limited to '')
| -rw-r--r-- | src/main/resources/shaders/modules/utils.glsl | 7 | ||||
| -rw-r--r-- | src/main/resources/shaders/trtrfr.glsl | 39 |
2 files changed, 28 insertions, 18 deletions
diff --git a/src/main/resources/shaders/modules/utils.glsl b/src/main/resources/shaders/modules/utils.glsl index 090e017..f75973e 100644 --- a/src/main/resources/shaders/modules/utils.glsl +++ b/src/main/resources/shaders/modules/utils.glsl @@ -46,3 +46,10 @@ vec3 saturation(vec3 color, float s) { y + s * (color.b - y) ); } +vec3 color_warmth(vec3 color, float warmth) { + color.r *= (1.0 + warmth * 0.5); + color.g *= (1.0 + warmth * 0.2); + color.b *= (1.0 - warmth * 0.3); + return clamp(color, 0.0, 1.0); +} + diff --git a/src/main/resources/shaders/trtrfr.glsl b/src/main/resources/shaders/trtrfr.glsl index 080aae0..a3ddcbd 100644 --- a/src/main/resources/shaders/trtrfr.glsl +++ b/src/main/resources/shaders/trtrfr.glsl @@ -5,6 +5,7 @@ precision highp float; #include <complex> #include <sdf> #include <utils> +#include <noise> uniform float seconds = 0; layout(rgba8) uniform writeonly image2D output_image; @@ -12,26 +13,23 @@ layout(rgba8) uniform writeonly image2D output_image; uniform float antialiasing = 0.28; uniform bool enable_antialiasing = false; -uniform vec2 offset; -uniform float scale; - -const int MAX_ITERATIONS = 1000; +const int MAX_ITERATIONS = 2000; const float INF_GAP = 10000.0; -vec3 col_blue1 = srgb(0.33, 0.48, 0.60); vec3 col_pink1 = srgb(0.98, 0.27, 0.47); -vec3 col_pink2 = srgb(0.84, 0.24, 0.33); +vec3 col_pink2 = srgb(0.88, 0.22, 0.32); vec3 col_yellow1 = srgb(0.90, 0.69, 0.18); vec3 col_violet1 = srgb(0.26, 0.11, 0.52); -vec3 col_green1 = srgb(0.24, 0.40, 0.33); -vec3 col_wingpat = srgb(0.12, 0.06, 0.03); -vec3 col_mothbody = srgb(0.12, 0.06, 0.03); +vec3 col_green1 = srgb(0.19, 0.29, 0.16); +vec3 col_green2 = srgb(0.05, 0.15, 0.02); +vec3 col_wingpat = vec3(0.01); +vec3 col_mothbody = col_wingpat; vec3 col_bg = vec3(0); vec3 image(vec2 uv) { vec3 color = col_bg; - vec2 c = (uv - vec2(0, 0.20)) * 6 / scale + offset; + vec2 c = (uv - vec2(0, 0.20)) * 6; c = vec2(c.y, c.x); vec2 z = vec2(0); vec2 last_z; @@ -48,23 +46,27 @@ vec3 image(vec2 uv) { // Pat vec2 p = (uv - vec2(0, -0.012)) * vec2(23, 72); float buttpat = sin(-abs(p.x) - 5) * sin(abs(p.y)) - sin((abs(p.x) - 6) * p.y); - color = mix(color, col_wingpat, (smoothstep(-0.5, 1.0, buttpat)) * step(last_dist, 0.0000003)); + color = mix(color, col_wingpat, (smoothstep(-1.0, 1.0, buttpat - 0.05)) * step(last_dist, 0.0000002)); color = mix(color, col_mothbody, (1 - step(last_dist, 0.0000016)) * step(last_dist, 0.05)); + float headcut = sdf_circle(uv - vec2(0, 0.146), 0.092); + float band = last_dist - round(last_dist / 0.4) * 0.4 + 0.22 * fbm(vec2(abs(uv.x), uv.y) * 100) + 0.15 * fbm(vec2(abs(uv.x), uv.y) * 400) - 0.12; + color = mix(color, mix(col_wingpat, vec3(0), 0.4), step(headcut, 0) * (1 - step(band, 0.1)) * smoothstep(-0.38, 0.38, band)); float gap = 0.504; vec2 eyesp = uv - vec2(gap / 2., 0.093); eyesp.x -= round(eyesp.x / gap) * gap; - float eyes = sdf_circle(eyesp, 0.007); - color = mix(color, mix(col_wingpat, col_bg, 0.22), step(abs(eyes) - 0.003, 0)); + float eyes = sdf_circle(eyesp, 0.0072); + color = mix(color, mix(col_wingpat, col_bg, 0.2), step(abs(eyes) - 0.004, 0) * step(last_dist, 0.0000002)); // Floral - color = mix(color, srgb(0.0, 0.13, 0.08), (1 - step(last_dist, 0.1)) * (1 - step(last_dist, INF_GAP))); - color = mix(color, mix(col_pink1, col_violet1, smoothstep(-0.2, 0.5, f)), step(f, 0.9999)); + color = mix(color, col_green2, (1 - step(last_dist, INF_GAP))); + color = mix(color, col_yellow1, step(f, 1.0)); + color = mix(color, col_pink2, step(f, 0.2)); color = mix(color, col_yellow1, step(f, 0.016)); - color = mix(color, col_violet1, step(f, 0.008)); - color = mix(color, col_pink2, step(f, 0.005)); - color = mix(color, col_green1, step(f, 0.003)); + color = mix(color, col_violet1, step(f, 0.0059999)); + color = mix(color, col_pink2, step(f, 0.0024)); + color = mix(color, col_green1, step(f, 0.0018)); return color; } @@ -88,6 +90,7 @@ void main() { vec2 uv = (gl_GlobalInvocationID.xy - resolution / 2) * vec2(1.0, aspect_ratio) / resolution; vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv); + color = color_warmth(color, 1); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); } |
