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| author | Akshay Nair <phenax5@gmail.com> | 2026-09-14 11:46:56 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-09-14 11:46:56 +0530 |
| commit | 707c8896cef6bff291f5d2f3339cf9bf46ee2242 (patch) | |
| tree | fd62d97b8d92c0b0cc8ff817ce2477df771d20d7 /src/main/resources | |
| parent | 42b66232530f933b184d446a7461e2e9f8d42bce (diff) | |
| download | art-playground-openrndr-707c8896cef6bff291f5d2f3339cf9bf46ee2242.tar.gz art-playground-openrndr-707c8896cef6bff291f5d2f3339cf9bf46ee2242.zip | |
Refactor stuff
Diffstat (limited to '')
| -rw-r--r-- | src/main/resources/shaders/modules/noise.glsl | 67 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/sdf.glsl (renamed from src/main/resources/shaders/modules/sdf.cs) | 0 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/utils.glsl (renamed from src/main/resources/shaders/modules/utils.cs) | 0 | ||||
| -rw-r--r-- | src/main/resources/shaders/play_shader.glsl (renamed from src/main/resources/shaders/play_shader.cs) | 103 |
4 files changed, 86 insertions, 84 deletions
diff --git a/src/main/resources/shaders/modules/noise.glsl b/src/main/resources/shaders/modules/noise.glsl new file mode 100644 index 0000000..ebedd6d --- /dev/null +++ b/src/main/resources/shaders/modules/noise.glsl @@ -0,0 +1,67 @@ +// Noise Related Functions +float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } +float noise(vec3 p) { + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + return o4.y * d.y + o4.x * (1.0 - d.y); +} +float PHI = 1.61803398874989484820459; // Φ = Golden Ratio +float gold_noise(in vec2 xy, in float seed) { + return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); +} +float random(vec3 scale, float seed) { + return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 + + seed); +} + +// Fractal Brownian Noise +float fbm(vec3 x, int octaves) { + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < octaves; ++i) { + v += a * noise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); +} + +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +float fbm(vec2 st) { + float value = 0.0; + float amplitude = 0.5; + for (int i = 0; i < 5; i++) { + value += amplitude * noise(st); + st *= 2.0; + amplitude *= 0.5; + } + return value; +} diff --git a/src/main/resources/shaders/modules/sdf.cs b/src/main/resources/shaders/modules/sdf.glsl index 8121b18..8121b18 100644 --- a/src/main/resources/shaders/modules/sdf.cs +++ b/src/main/resources/shaders/modules/sdf.glsl diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.glsl index 1616e8c..1616e8c 100644 --- a/src/main/resources/shaders/modules/utils.cs +++ b/src/main/resources/shaders/modules/utils.glsl diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.glsl index ec19900..0737bed 100644 --- a/src/main/resources/shaders/play_shader.cs +++ b/src/main/resources/shaders/play_shader.glsl @@ -3,9 +3,11 @@ layout(local_size_x = 1, local_size_y = 1) in; #include <sdf> #include <utils> +#include <noise> uniform float seconds = 0; -layout(rgba8) uniform readonly image2D noise_texture; +layout(rgba8) uniform readonly image2D cloud_noise_texture; +// layout(rgba8) uniform readonly image2D terrain_noise_texture; layout(rgba8) uniform writeonly image2D output_image; uniform vec3 camera_position = vec3(0, 1, 0); uniform vec3 uv_direction = vec3(0); @@ -15,74 +17,6 @@ uniform vec3 primary_light_position = vec3(1, 2, 1); #define MAX_DISTANCE 100.0 #define SURFACE_DIST 0.01 -// Noise Related Functions -float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } -vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } -vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } -float noise(vec3 p) { - vec3 a = floor(p); - vec3 d = p - a; - d = d * d * (3.0 - 2.0 * d); - vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); - vec4 k1 = perm(b.xyxy); - vec4 k2 = perm(k1.xyxy + b.zzww); - vec4 c = k2 + a.zzzz; - vec4 k3 = perm(c); - vec4 k4 = perm(c + 1.0); - vec4 o1 = fract(k3 * (1.0 / 41.0)); - vec4 o2 = fract(k4 * (1.0 / 41.0)); - vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); - vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); - return o4.y * d.y + o4.x * (1.0 - d.y); -} -float PHI = 1.61803398874989484820459; // Φ = Golden Ratio -float gold_noise(in vec2 xy, in float seed) { - return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); -} -float random(vec3 scale, float seed) { - return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 + - seed); -} - -// Fractal Brownian Noise -float fbm(vec3 x, int octaves) { - float v = 0.0; - float a = 0.5; - vec3 shift = vec3(100); - for (int i = 0; i < octaves; ++i) { - v += a * noise(x); - x = x * 2.0 + shift; - a *= 0.5; - } - return v; -} - -float random(vec2 st) { - return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); -} - -float noise(vec2 st) { - vec2 i = floor(st); - vec2 f = fract(st); - float a = random(i); - float b = random(i + vec2(1.0, 0.0)); - float c = random(i + vec2(0.0, 1.0)); - float d = random(i + vec2(1.0, 1.0)); - vec2 u = f * f * (3.0 - 2.0 * f); - return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; -} - -float fbm(vec2 st) { - float value = 0.0; - float amplitude = 0.5; - for (int i = 0; i < 5; i++) { - value += amplitude * noise(st); - st *= 2.0; - amplitude *= 0.5; - } - return value; -} - // TODO: Enumify #define OID_TERRAIN 4. @@ -90,8 +24,7 @@ vec2 scene(in vec3 p) { float c1 = sdf_circle(p - vec3(0, 1, 2.4), 0.2); float c2 = sdf_circle(p - vec3(-0.6, 1, 3), 0.3); float box = sdf_box(p - vec3(1, 0.5, 3), vec3(0.5, 0.18, 0.2), 0.07); - float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 200.0) / 2.0) + - 0.005 * noise((p - 50.0) * 20.0); + float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 10.0) / 2.0); float terrain = sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0., 1., 0.), 0.0); float light_indicator = @@ -124,13 +57,6 @@ vec2 ray_march_scene(in vec3 ray_origin, in vec3 ray_direction) { return vec2(dist, 0.0); } -vec3 surface_normal_scene(in vec3 p) { - vec2 inc = vec2(0.01, 0); - return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x, - scene(p + inc.yxy).x - scene(p - inc.yxy).x, - scene(p + inc.yyx).x - scene(p - inc.yyx).x)); -} - float shadow_scene(in vec3 ray_origin, in vec3 ray_direction, in float light_intensity) { float dist = 0.; @@ -156,6 +82,13 @@ float shadow_scene(in vec3 ray_origin, in vec3 ray_direction, return res * res * (3.0 - 2.0 * res); } +vec3 surface_normal_scene(in vec3 p) { + vec2 inc = vec2(0.01, 0); + return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x, + scene(p + inc.yxy).x - scene(p - inc.yxy).x, + scene(p + inc.yyx).x - scene(p - inc.yyx).x)); +} + void main() { vec2 resolution = vec2(imageSize(output_image).xy); vec3 uv = vec3((gl_GlobalInvocationID.xy - resolution / 2.0) / resolution, 0); @@ -181,7 +114,7 @@ void main() { col = vec3(0.24, 0.61, 0.08); else if (oid == 0) { // Sky vec4 cloud_noise = - imageLoad(noise_texture, ivec2(gl_GlobalInvocationID.xy)); + imageLoad(cloud_noise_texture, ivec2(gl_GlobalInvocationID.xy)); col = vec3(0.35, 0.6, 0.9); col = mix(col, cloud_noise.xyz, clamp(0.5, 0., 1.)); } @@ -190,13 +123,15 @@ void main() { float contrast = 1.; contrast *= clamp(dot(normal, light_dir), 0, 1.); contrast *= shadow_scene(p, light_dir, 24.0); - float spe = - pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast * - (0.04 + 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0)); col = col * 1.1 + 0.01; - if (oid != OID_TERRAIN) - col += 12.0 * spe * vec3(1.00, 0.70, 0.5); col *= contrast; + if (oid != OID_TERRAIN) { + float spe = + pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast * + (0.04 + + 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0)); + col += 12.0 * spe * vec3(1.00, 0.70, 0.5); + } // col *= max(0.1, exp(-0.00005 * depth * depth * depth)); } |
