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authorAkshay Nair <phenax5@gmail.com>2026-09-26 01:53:26 +0530
committerAkshay Nair <phenax5@gmail.com>2026-09-28 01:48:05 +0530
commita4c35a815a2aceeea2f127a5b506a133a602df8e (patch)
treecc5cb826c68cb0cd4ed3e29fdffa05249b31f786 /src/main/resources/shaders
parente9613fcaa547dababd02c58b89abcebab6945c8f (diff)
downloadart-playground-openrndr-a4c35a815a2aceeea2f127a5b506a133a602df8e.tar.gz
art-playground-openrndr-a4c35a815a2aceeea2f127a5b506a133a602df8e.zip
Vacation scene
Diffstat (limited to '')
-rw-r--r--src/main/resources/shaders/modules/sdf.glsl9
-rw-r--r--src/main/resources/shaders/vacation.glsl73
2 files changed, 82 insertions, 0 deletions
diff --git a/src/main/resources/shaders/modules/sdf.glsl b/src/main/resources/shaders/modules/sdf.glsl
index 9051339..c6787c9 100644
--- a/src/main/resources/shaders/modules/sdf.glsl
+++ b/src/main/resources/shaders/modules/sdf.glsl
@@ -2,6 +2,10 @@ float sdf_circle(in vec3 p, in float radius) {
return length(p) - radius;
}
+float sdf_circle(in vec2 p, in float radius) {
+ return length(p) - radius;
+}
+
float sdf_plane(in vec3 p, in vec3 normal, in float offset) {
return dot(p, normal) + offset;
}
@@ -11,6 +15,11 @@ float sdf_box(in vec3 p, in vec3 dimens, in float rounding) {
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - rounding;
}
+float sdf_box(in vec2 p, in vec2 dimens, in float rounding) {
+ vec2 q = abs(p) - dimens + rounding;
+ return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - rounding;
+}
+
float sd_ellipsoid(vec3 p, vec3 r) {
float k0 = length(p / r);
float k1 = length(p / (r * r));
diff --git a/src/main/resources/shaders/vacation.glsl b/src/main/resources/shaders/vacation.glsl
new file mode 100644
index 0000000..0a9838a
--- /dev/null
+++ b/src/main/resources/shaders/vacation.glsl
@@ -0,0 +1,73 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <sdf>
+
+uniform float seconds = 0;
+layout(rgba8) uniform readonly image2D noise_texture;
+layout(rgba8) uniform writeonly image2D output_image;
+
+float sample_noise(in vec2 p) {
+ vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture)));
+ return noise.x;
+}
+
+const vec3 sky_color = vec3(0.4, 0.65, 1);
+const vec3 water_color = vec3(0.02, 0.1, 0.9);
+const vec3 sand_color = vec3(0.7, 0.6, 0.4);
+const vec3 sun_color = vec3(1, 0.4, 0.2);
+const vec3 tree_trunk_color = vec3(0.3, 0.13, 0.06);
+
+vec3 image(vec2 uv) {
+ vec3 color = vec3(0);
+
+ vec2 sunpos = vec2(0.2, 0.1);
+ float sun = sdf_circle(uv - sunpos, 0.04);
+ color = mix(clamp(sun_color * 1.6, 0., 1.), sky_color, clamp(sun * 6, 0, 1));
+ color = mix(color, sun_color, step(sun, 0.04));
+
+ float water = uv.y;
+ color = mix(color, water_color, step(water, -0.04));
+
+ float sand = uv.y + sin(uv.x * 3 + 0.) * 0.07;
+ color = mix(color, sand_color, step(sand, -0.23));
+
+ float trunk = sdf_box(uv - vec2(-0.35 + sin(uv.y * 4 - 0.2) * 0.08, -0.06), vec2(0.01 + abs(uv.y * 0.2 - 0.1) * 0.3, 0.28), 0.0);
+ color = mix(color, tree_trunk_color, step(trunk, 0));
+
+ float leafbranchcurve = sin(-uv.x * 8 + 0.2) * 0.06;
+ float leafsizecurve = sin(uv.x * 8 - 6.8) * 0.06;
+
+ vec2 leafpos = uv;
+ leafpos -= vec2(-0.26 + sin(uv.y * 8 + 0.5) * 0.06, 0.18 + leafbranchcurve + leafsizecurve);
+ float leafgap = 0.012;
+ float leafindex = clamp(round(leafpos.x / leafgap), -7, 21);
+ leafpos.x = leafpos.x - leafgap * leafindex;
+ float leaf = sdf_box(leafpos, vec2(abs(leafpos.y * 0.1 + 0.014) * 0.26, 0.02 - leafsizecurve), 0.0);
+ color = mix(color, vec3(0.0, 0.3, 0.0), step(leaf, 0));
+
+ float leaf_stick = sdf_box(uv - vec2(-0.13, 0.20 + leafbranchcurve), vec2(0.19, 0.008), 0.02);
+ color = mix(color, vec3(0.0, 0.06, 0.0), step(leaf_stick, 0));
+
+ return color;
+}
+
+vec3 antialiased_image(vec2 uv) {
+ float anti_aliasing = 0.0006;
+ 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) * anti_aliasing);
+ 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 * 0.5) * vec2(1.0, aspect_ratio) / resolution;
+
+ // vec3 color = antialiased_image(uv);
+ vec3 color = image(uv);
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}