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authorAkshay Nair <phenax5@gmail.com>2026-09-26 19:13:30 +0530
committerAkshay Nair <phenax5@gmail.com>2026-09-28 01:48:05 +0530
commitaff909363f2fb647420105862432ab3e9d6ca1ed (patch)
tree06bbd74431dca81d8d3a99e1c251a082e53a40dc /src/main
parenta4c35a815a2aceeea2f127a5b506a133a602df8e (diff)
downloadart-playground-openrndr-aff909363f2fb647420105862432ab3e9d6ca1ed.tar.gz
art-playground-openrndr-aff909363f2fb647420105862432ab3e9d6ca1ed.zip
Prettify scene, add boat, move tree + other stuff
Diffstat (limited to 'src/main')
-rw-r--r--src/main/kotlin/vacation/VacationProgram.kt2
-rw-r--r--src/main/resources/shaders/vacation.glsl123
2 files changed, 96 insertions, 29 deletions
diff --git a/src/main/kotlin/vacation/VacationProgram.kt b/src/main/kotlin/vacation/VacationProgram.kt
index e08b14d..041c009 100644
--- a/src/main/kotlin/vacation/VacationProgram.kt
+++ b/src/main/kotlin/vacation/VacationProgram.kt
@@ -29,7 +29,7 @@ fun main() = application {
noiseFilter.premultipliedAlpha = true
extend {
- noiseFilter.seed = Vector3(0.01, 0.01, 0.001)
+ noiseFilter.seed = Vector3(0.05, 0.01, 0.001)
noiseFilter.apply(emptyArray(), noiseBuffer)
cs.image("noise_texture", 1, noiseBuffer.imageBinding(0, ImageAccess.READ))
diff --git a/src/main/resources/shaders/vacation.glsl b/src/main/resources/shaders/vacation.glsl
index 0a9838a..c343691 100644
--- a/src/main/resources/shaders/vacation.glsl
+++ b/src/main/resources/shaders/vacation.glsl
@@ -2,6 +2,8 @@
layout(local_size_x = 1, local_size_y = 1) in;
#include <sdf>
+#include <noise>
+#include <utils>
uniform float seconds = 0;
layout(rgba8) uniform readonly image2D noise_texture;
@@ -12,42 +14,107 @@ float sample_noise(in vec2 p) {
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);
+ const vec3 sky_color = srgb(0.57, 0.7, 0.91);
+ const vec3 dark_water_color = srgb(0.02, 0.36, 0.6);
+ const vec3 water_color = srgb(0.05, 0.62, 0.67);
+ const vec3 sand_color = srgb(0.73, 0.62, 0.5);
+ const vec3 sun_color = srgb(0.97, 0.97, 0.67);
+ const vec3 dark_sand_color = srgb(0.38, 0.31, 0.26);
+ const vec3 sand_shadow_color = srgb(vec3(0.40, 0.33, 0.28));
+ const vec3 sunshine_color = srgb(0.96, 0.78, 0.31);
+ const vec3 sunshine_cloud_color = srgb(0.98, 0.64, 0.23);
+ const vec3 tree_trunk_color = srgb(0.73, 0.56, 0.46);
+ const vec3 dark_tree_trunk_color = srgb(vec3(0.73, 0.56, 0.46) / 2.6);
+ const vec3 tree_trunk_ring_color = srgb(vec3(0.73, 0.56, 0.46) / 2.9);
+ const vec3 cloud_color = srgb(1, 1, 1);
+ const vec3 dark_cloud_color = srgb(0.34, 0.55, 0.71);
+
+ vec3 color = sky_color;
+
+ vec2 sunpos = vec2(0.2, 0.08);
+ float sunsize = 0.05;
+ float sun = sdf_circle(uv - sunpos, sunsize);
+ float sunshine = sdf_circle((uv - sunpos) * vec2(0.4, 1.2), sunsize) * 3;
+ color = mix(color, sunshine_color, 1 - clamp(sunshine, 0, 1));
+ color = mix(color, sun_color, step(sun, 0));
+
+ float dark_cloud = clamp(sample_noise((uv + 0.4) * 0.8 + vec2(0.28, 0)) - 0.1, 0, 1);
+ color = mix(color, dark_cloud_color, dark_cloud);
+ float cloud = clamp(sample_noise((uv + vec2(0.5, 0.5)) * 0.6 + vec2(0.18, 0)) - 0.2, 0, 1);
+ color = mix(color, mix(cloud_color, sunshine_cloud_color, 1. - clamp(sunshine * 2, 0, 1)), cloud);
+
+ float water = uv.y + sin(uv.x * 3 - 1) * 0.01 + fbm(uv * 40) * 0.004;
+ vec2 water_noise_seed = uv - 2;
+ vec3 shaded_water_color = water_color;
+ shaded_water_color = mix(shaded_water_color, dark_water_color, clamp(exp((uv.y - 0.03) / 0.1), 0, 1));
+ vec2 sunrefpos = sunpos - vec2((fbm(30 * water_noise_seed) - 0.6) / 10, 1) * vec2(1, 0.2) + vec2(uv.y * 0.2, 0);
+ float sunshine_reflection = sdf_circle(uv - sunrefpos, sunsize - 0.02) * 16;
+ float sunshine_reflection_wide = sdf_circle((uv - sunrefpos) * vec2(0.48, 1.6), sunsize) * 16;
+ shaded_water_color = mix(shaded_water_color, sunshine_color, 1 - clamp(sunshine_reflection_wide * 0.45, 0, 1));
+ shaded_water_color = mix(shaded_water_color, clamp(sun_color * vec3(1, 0.8, 0.8), 0, 1), 1 - clamp(sunshine_reflection, 0, 1));
+
+ color = mix(color, shaded_water_color, step(water, 0));
+
+ vec3 shaded_wet_sand_color = dark_sand_color;
+ shaded_wet_sand_color = mix(shaded_wet_sand_color, clamp(dark_sand_color * 1.5, 0, 1), clamp(abs(uv.y * (uv.x - 0.3)) * 4, 0, 1));
+ shaded_wet_sand_color = mix(shaded_wet_sand_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 10 - 8), 0, 1));
- 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 wet_sand = uv.y + 0.03;
+ color = mix(color, mix(shaded_wet_sand_color, shaded_water_color, clamp(((uv.y - 0.04) * 3 + 1.2), 0, 1)), step(wet_sand, 0));
- float water = uv.y;
- color = mix(color, water_color, step(water, -0.04));
+ float wshadow_noise = clamp(fbm(80 * water_noise_seed) * noise(8 * water_noise_seed), 0, 1);
+ color = mix(color, dark_water_color, step(-uv.y - 0.26, 0) * step(water, 0) * clamp((uv.y - 0.08) * sin((uv.x / 3 + wshadow_noise - 1.84) * sin(uv.y) * 40), 0, 1));
+ float wfoam_noise = clamp(fbm(100 * water_noise_seed) * noise(8 * water_noise_seed), 0, 1);
+ color = mix(color, vec3(1), step(water, 0) * clamp((uv.y - 0.01) * sin((uv.x / 3 + wfoam_noise - 2.2) * sin(uv.y * 1.4) * 25), 0, 1));
- float sand = uv.y + sin(uv.x * 3 + 0.) * 0.07;
- color = mix(color, sand_color, step(sand, -0.23));
+ float sand = uv.y + sin(uv.x * 3 + 0.) * 0.07 + fbm(uv * 40) * 0.012;
+ vec3 shaded_sand_color = sand_color;
+ float sand_shine = clamp(abs((uv.y + 0.5) * (uv.x + 0.5) * 12), 0, 1);
+ shaded_sand_color = mix(shaded_sand_color, mix(sunshine_color, sand_color, 0.5), sand_shine);
+ float sand_shadow = sdf_circle(uv * vec2(0.3, 1) + vec2(0.16, 0.4), 0.1);
+ shaded_sand_color = mix(shaded_sand_color, sand_shadow_color, 1 - smoothstep(sand_shadow, -0.1, -0.04));
+ shaded_sand_color = mix(shaded_sand_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 40 + 9), 0, 1));
+ color = mix(color, shaded_sand_color, step(sand, -0.33));
- 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));
+ vec2 boatpos = uv - vec2(0.14, -0.02);
+ float boatrefgap = 0.012;
+ float boatid = clamp(round(boatpos.y / boatrefgap), -1, 0);
+ boatpos.y -= boatid * boatrefgap;
+ boatid += 1;
+ boatpos.y *= boatid * 2 - 1 + (1 - boatid) * 0.4;
+ boatpos.x += (1 - boatid) * (0.02 * wfoam_noise + boatpos.y * 0.3);
+ float boatsize = 0.005;
+ float boatsail = sdf_box(boatpos - vec2(-1.8 + boatpos.y * 20, 5.2) * boatsize, vec2(2 * (1 - boatpos.y * 18), 4) * boatsize, 0.004);
+ boatsail = min(boatsail, sdf_box(boatpos - vec2(-1.0, 1) * boatsize, vec2(0.4, 2) * boatsize, 0.0));
+ float boat = sdf_box(boatpos - vec2(boatpos.y * 50, -0.1) * boatsize, vec2(5 * (1 + boatpos.y * 20), 1.2) * boatsize, 0.0);
+ vec3 boat_refl_color = mix(shaded_water_color, vec3(0), clamp(uv.y * 2 + 0.5, 0, 1));
+ color = mix(color, mix(boat_refl_color, vec3(0), boatid), step(min(boatsail, boat), 0));
- float leafbranchcurve = sin(-uv.x * 8 + 0.2) * 0.06;
- float leafsizecurve = sin(uv.x * 8 - 6.8) * 0.06;
+ float island = sdf_circle(uv * vec2(0.25, 1.0) + vec2(0.06, 0), 0.05 - fbm((uv + 0.06) * 25) * 0.04);
+ vec3 shaded_island_color = sand_color;
+ shaded_island_color = mix(shaded_island_color, clamp(dark_sand_color * 1.5, 0, 1), clamp(abs(uv.y * (uv.x - 0.3)) * 4, 0, 1));
+ shaded_island_color = mix(shaded_island_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 10 - 8), 0, 1));
+ color = mix(color, shaded_island_color, step(island, -0.01));
- 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 tree_size = 0.01;
+ float trunk = sdf_box(uv - vec2(-0.15 + sin(uv.y * 30 - 1.5) * 0.01, 0.03),
+ tree_size * vec2(0.2 + abs((uv.y - 0.03) * 5 - 0.3) * 0.3, 2.4),
+ 0.001);
+ vec3 shaded_trunk_color = dark_tree_trunk_color;
+ color = mix(color, shaded_trunk_color, step(trunk, 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));
+ // float leafbranchcurve = sin(-uv.x * 8 + 0.2) * 0.06;
+ // float leafsizecurve = (sin(uv.x * 8 - 6.9) + 0.16) * 0.05;
+ // 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;
}