aboutsummaryrefslogtreecommitdiff
path: root/src/main/resources
diff options
context:
space:
mode:
authorAkshay Nair <phenax5@gmail.com>2026-09-29 11:36:20 +0530
committerAkshay Nair <phenax5@gmail.com>2026-09-29 11:36:20 +0530
commitf8fa4402bb7e1421c5219a93e86a73cf06bab389 (patch)
tree66b1c32518975a14deecd82761aafca56d157bbb /src/main/resources
parent0ef819eb0877afac93830f1db1a75df19162a169 (diff)
downloadart-playground-openrndr-f8fa4402bb7e1421c5219a93e86a73cf06bab389.tar.gz
art-playground-openrndr-f8fa4402bb7e1421c5219a93e86a73cf06bab389.zip
Add cloak
Diffstat (limited to 'src/main/resources')
-rw-r--r--src/main/resources/shaders/cloak.glsl74
1 files changed, 74 insertions, 0 deletions
diff --git a/src/main/resources/shaders/cloak.glsl b/src/main/resources/shaders/cloak.glsl
new file mode 100644
index 0000000..c249760
--- /dev/null
+++ b/src/main/resources/shaders/cloak.glsl
@@ -0,0 +1,74 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <utils>
+#include <noise>
+
+#define PI 3.14159265358979323
+
+const float antialiasing = 0.28;
+uniform float seconds = 0;
+layout(rgba8) uniform writeonly image2D output_image;
+
+vec3 background = srgb(1, 0.99, 0.91);
+vec3 body = srgb(0.15, 0.19, 0.30);
+vec3 bodyaccent1 = srgb(0.099, 0.099, 0.16);
+vec3 bodyaccent2 = srgb(0.83, 0.69, 0.22);
+vec3 bgaccent1 = srgb(0.15, 0.19, 0.30);
+vec3 bgaccent2 = srgb(0.4, 0.1, 0.18);
+vec3 bgaccent3 = srgb(0.31, 0.78, 0.41);
+
+vec3 image(vec2 uv) {
+ vec2 p = uv * 7 - vec2(0, 0);
+
+ vec3 color = background;
+
+ float overhood = 2.4 - p.y - 0.86 * p.x * p.x;
+ float bodycut = 0.0 + p.y + 0.12 * p.x * p.x * p.x * p.x;
+
+ float cloak = cos(atan(p.x * p.x + p.y, p.y) * 24 + 8 * p.y) - 0.4;
+ float clothtexture = sin(240 * (p.x - 1)) * cos(240 * (p.y - 1)) * (fbm(400 * p) - 0.42);
+ vec3 patterncolor = mix(bodyaccent2, bodyaccent1, smoothstep(cloak - 0.01 * fbm(uv * 100), 0.6, 0.594));
+ color = mix(color, patterncolor, step(bodycut, 0));
+ color = mix(color, mix(mix(body, vec3(0), step(-cloak, 0.34)), mix(body, vec3(0), 0.6), step(clothtexture, 0)), step(cloak, 0));
+
+ float yoff = 2.951;
+ float cutshape = abs(cos(0.18 * (p.y + yoff) * (p.y + yoff))) + 1.37;
+ float xc = 1.10;
+ float overhoodcut = min(cutshape - xc * p.x, cutshape + xc * p.x);
+ overhood = min(overhood, max(-cloak, 2.1 - p.y - 1.06 * p.x * p.x));
+ overhood = min(overhood, overhoodcut);
+ vec2 noisep = p;
+ float noisy1 = fbm(8 * noisep * fbm(0.8 * noisep * fbm(2.2 * noisep))) - 0.36;
+ float noisy2 = fbm(8 * noisep * fbm(noisep * fbm(2.2 * noisep))) - 0.38;
+ float noisy3 = fbm(8 * noisep * fbm(0.8 * noisep * fbm(2.2 * noisep))) - 0.39;
+ vec3 bgcolor = background;
+ bgcolor = mix(bgcolor, bgaccent3, step(noisy3, 0));
+ bgcolor = mix(bgcolor, bgaccent1, step(noisy1, 0));
+ bgcolor = mix(bgcolor, bgaccent2, step(noisy2, 0));
+ color = mix(color, bgcolor, step(overhood, 0));
+ color = mix(color, mix(bgcolor, mix(bgcolor, body, 0.70), step(cloak, 0)), step(overhood, 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 = image(uv);
+ vec3 color = antialiased_image(uv);
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}