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| author | Akshay Nair <phenax5@gmail.com> | 2026-10-02 19:38:12 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-10-03 01:11:58 +0530 |
| commit | 592603fdeedfd4e6784606b9e7c9c8fdb306af42 (patch) | |
| tree | 50831dd6c4e84b0f069ecbc36fc6ce7cfa54e6d8 /src | |
| parent | b04c4008e73d1515d1f78f993ca25826847d7207 (diff) | |
| download | art-playground-openrndr-592603fdeedfd4e6784606b9e7c9c8fdb306af42.tar.gz art-playground-openrndr-592603fdeedfd4e6784606b9e7c9c8fdb306af42.zip | |
More eye stuff
Diffstat (limited to '')
| -rw-r--r-- | src/main/kotlin/time/TimeProgram.kt | 2 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/utils.glsl | 21 | ||||
| -rw-r--r-- | src/main/resources/shaders/time.glsl | 117 |
3 files changed, 100 insertions, 40 deletions
diff --git a/src/main/kotlin/time/TimeProgram.kt b/src/main/kotlin/time/TimeProgram.kt index d62b1ac..1c39300 100644 --- a/src/main/kotlin/time/TimeProgram.kt +++ b/src/main/kotlin/time/TimeProgram.kt @@ -38,7 +38,7 @@ fun main() = application { noiseFilter.scale = Vector3.ONE * 2.4 noiseFilter.octaves = 8 noiseFilter.premultipliedAlpha = true - noiseFilter.seed = Vector3(0.01, 0.01, 0.001) + noiseFilter.seed = Vector3(0.18, 0.01, 0.001) noiseFilter.apply(emptyArray(), noiseBuffer) val characters = 0..9 diff --git a/src/main/resources/shaders/modules/utils.glsl b/src/main/resources/shaders/modules/utils.glsl index 3520df1..10e3a48 100644 --- a/src/main/resources/shaders/modules/utils.glsl +++ b/src/main/resources/shaders/modules/utils.glsl @@ -7,9 +7,30 @@ float ssubtract(float a, float b, float k) { return -smin(-a, b, k); } +// Easing +float ease_in_out_quart(in float x) { + return x < 0.5 ? 8 * x * x * x * x : 1 - pow(-2 * x + 2, 4) / 2; +} +vec2 ease_in_out_quart(in vec2 v) { + return vec2(ease_in_out_quart(v.x), ease_in_out_quart(v.y)); +} + +// Color utils vec3 srgb(float r, float g, float b) { return vec3(pow(r, 2.2), pow(g, 2.2), pow(b, 2.2)); } vec3 srgb(vec3 c) { return srgb(c.r, c.g, c.b); } +vec3 srgb(float c) { + return srgb(c, c, c); +} + +vec3 saturation(vec3 color, float s) { + float y = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b; + return vec3( + y + s * (color.r - y), + y + s * (color.g - y), + y + s * (color.b - y) + ); +} diff --git a/src/main/resources/shaders/time.glsl b/src/main/resources/shaders/time.glsl index 1c22e12..2d52ecf 100644 --- a/src/main/resources/shaders/time.glsl +++ b/src/main/resources/shaders/time.glsl @@ -23,71 +23,110 @@ float sample_noise(in vec2 p) { return noise.x; } -float blink_easing(in float x) { - return x < 0.5 ? 8 * x * x * x * x : 1 - pow(-2 * x + 2, 4) / 2; -} - -float digit(in vec2 uv, in int digit, in float size) { +float digit(in vec2 uv, in int dig, in float size) { vec2 p = uv * 5000 / size; float digitSize = imageSize(text_texture).x / 10.; - float digitOffset = digitSize * digit; + float digitOffset = digitSize * dig; p.x = clamp(p.x + digitOffset, digitOffset, digitOffset + digitSize); vec4 s = imageLoad(text_texture, ivec2(p)); return s.w; } vec3 image(in vec2 uv) { - const vec3 eye_color = srgb(1, 1, 1); - const vec3 iris_color = srgb(0.2, 0.1, 0.1); - const vec3 pupil_color = srgb(0, 0, 0); - const vec3 skin_color = srgb(0.14, 0.03, 0.14); - // const vec3 skin_color = mix(srgb(0.94, 0.75, 0.65), vec3(0), 0.9); - const vec3 bloodvessel_color = srgb(0.89, 0.12, 0.06); - const vec3 clockdigit_color = mix(bloodvessel_color, vec3(0), 0.1); + const vec3 eye_color = srgb(1, 0.99, 0.91); + const vec3 iris_color = srgb(0.15, 0.18, 0.29); + const vec3 irispat1_color = srgb(0.02); + const vec3 irispat2_color = srgb(0.21, 0.27, 0.24); + const vec3 pupil_color = srgb(0.08); + const vec3 background_color = srgb(0.15, 0.18, 0.29); + const vec3 bloodvessel_color = srgb(0.81, 0.40, 0.21); + const vec3 caruncle_color = srgb(0.81, 0.40, 0.21); + const vec3 clockdigit_color = mix(bloodvessel_color, vec3(0), 0.3); + const vec3 eyeoutline_color = mix(bloodvessel_color, vec3(0), 0.8); + const vec3 pat1_color = srgb(0.81, 0.40, 0.21); + const vec3 pat2_color = srgb(0.95, 0.76, 0.36); - vec3 color = bloodvessel_color; + vec3 color = caruncle_color; + float theta = atan(uv.y, uv.x); { float eye = sdf_circle(uv, 0.41 * (1 - 0.08 * fbm(100 * uv))); vec3 eyeball_color = eye_color; - float veins = sin((uv.y + 1) * 260 * sin((uv.x + 1) * 0.1) * fbm(uv * 20)) + 0.98; - eyeball_color = mix(eyeball_color, bloodvessel_color, mix(0, step(veins, 0), clamp(sample_noise(uv) - 0.1, 0, 1))); - eyeball_color = mix(eyeball_color, vec3(0), (0.2 - uv.x) * (1.3 - uv.y)); + float veins = sin((uv.y + 1) * 260 * sin((uv.x + 1) * 0.1) * fbm(uv * 20)) + 0.97; + eyeball_color = mix(eyeball_color, bloodvessel_color, + mix(0, step(veins, 0), clamp(ease_in_out_quart(fbm(vec3(uv * 10, 28), 8)) - 0.3, 0, 1))); color = mix(color, eyeball_color, step(eye, 0)); + float caruncle_shine = sdf_circle(uv - vec2(0.44, 0), 0.02); + caruncle_shine = min(caruncle_shine, sdf_circle(uv + vec2(0.44, 0), 0.02)); + color = mix(color, mix(color, vec3(1), 0.3), 1 - smoothstep(-0.01, 0.01, caruncle_shine)); + color = mix(color, mix(color, vec3(0), 0.5), smoothstep(0, 0.12, eye + 0.20)); + } + + { + // minutes + float angle = PI / 2 - minutes * PI / 30; + vec2 offset = 0.148 * vec2(cos(angle), sin(angle)); + float iris_bounds = sdf_circle((uv - offset) * vec2(0.5, 1), 0.012); + color = mix(color, bloodvessel_color, step(iris_bounds + 0.01 * fbm(uv * 200), 0)); } { float iris = sdf_circle(uv, 0.144); color = mix(color, iris_color, step(iris, 0)); - float angle = 50 * (atan(uv.y, uv.x)) + 10.0 * fbm(uv * 100); - float irispat = max(iris, sin(angle)); - color = mix(color, vec3(0), 0.6 * step(irispat, 0)); + float floral = uv.x * 8 / cos(theta) - sin(15 * theta) * cos(12 * theta); + float irispatangle = 50 * theta + 10.0 * fbm(uv * 100); + color = mix(color, irispat1_color, 0.8 * step(max(iris, sin(irispatangle)), 0)); + color = mix(color, irispat1_color, clamp(step(floral, 0.12) * floral * 8, 0, 1)); + color = mix(color, irispat2_color, step(floral, 0)); + color = mix(color, irispat1_color, clamp(step(iris, 0) * (iris + 0.1) * 8, 0, 1)); } { + // hours float angle = PI / 2 - hours * PI / 6 - minutes * PI / (12 * 60); vec2 offset = 0.10 * vec2(cos(angle), sin(angle)); float iris_spec = sdf_circle((uv - offset) * vec2(0.8, 1.0), 0.010); - color = mix(color, vec3(1), step(iris_spec, 0)); - } - { - float angle = PI / 2 - minutes * PI / 30; - vec2 offset = 0.148 * vec2(cos(angle), sin(angle)); - float iris_spec = sdf_circle(uv - offset, 0.005); - color = mix(color, iris_color, step(iris_spec, 0)); + color = mix(color, mix(color, vec3(1), 0.8), step(iris_spec, 0)); } { float pupil = sdf_circle(uv, 0.04); - color = mix(color, pupil_color, step(pupil, 0)); + vec3 shaded_pupil_color = pupil_color; + shaded_pupil_color = mix(shaded_pupil_color, background_color, clamp(step(pupil, 0) * (pupil + 0.02) * 6, 0, 1)); + color = mix(color, shaded_pupil_color, step(pupil, 0)); + + { + float eyeball = sdf_circle(uv, 0.03); + color = mix(color, vec3(1), step(eyeball, 0.)); + + float t = time / 2; + vec2 offset = ease_in_out_quart(vec2(fbm(vec2(t)), fbm(vec2(t / 2)))) - 0.40; + vec2 eyeirisp = uv - offset * 0.004 * 4; + float pupil = sdf_circle(eyeirisp, 0.009); + color = mix(color, mix(iris_color, pupil_color, smoothstep(pupil, 0.0068, 0)), step(pupil, 0)); + + vec2 eyep = uv; + float eye_open_factor = 0.008; + float blinkduration = 0.6; + float blink_every = 1; + float blinkt = mod(time, blink_every) * 2 / blinkduration; + int should_blink = int(mod(time, blink_every) < blinkduration); + float blink = ease_in_out_quart(mod(blinkt, 1)); + blink = mix(1 - blink, blink, clamp(int(blinkt) % 2, 0., 1.)); + float a = mix(0, eye_open_factor, mix(1, blink, should_blink)); + float eyelid_size = 60; + float eyelid = a * cos(eyelid_size * eyep.x / 2 * PI) - abs(eyep.y) + a; + eyelid = max(eyelid, sdf_circle(eyep, 0.03)); + color = mix(color, shaded_pupil_color, step(eyelid, 0.005)); + } } { // TODO: Switch to domain repetition for (int i = 0; i < 12; i++) { - float theta = PI / 6.; + float angle = PI / 6.; float r = 0.17; - vec2 digitpos = uv + vec2(0.011, 0.034) - r * vec2(cos(-i * theta + PI / 3), sin(-i * theta + PI / 3)); + vec2 digitpos = uv + vec2(0.011, 0.036) - r * vec2(cos(-i * angle + PI / 3), sin(-i * angle + PI / 3)); digitpos *= (1 + 0.8 * fbm(60 * uv)); float digit_size = 1.6; float s = 0; @@ -101,25 +140,24 @@ vec3 image(in vec2 uv) { } float eye_open_factor = 0.092; - float eyehole_factor = 0.136; float eyelid_size = 4; - vec2 eyep = uv; + { + vec2 eyep = uv; float blinkduration = 0.6; float blink_every = 8; float blinkt = mod(time, blink_every) * 2 / blinkduration; int should_blink = int(mod(time, blink_every) < blinkduration); - float blink = blink_easing(mod(blinkt, 1)); + float blink = ease_in_out_quart(mod(blinkt, 1)); blink = mix(1 - blink, blink, clamp(int(blinkt) % 2, 0., 1.)); float a = mix(0, eye_open_factor, mix(1, blink, should_blink)); float eyelid = a * cos(eyelid_size * eyep.x / 2 * PI) - abs(eyep.y) + a; - float eyehole = eyehole_factor * cos((eyelid_size / 1.16) * eyep.x / 2 * PI) - abs(eyep.y) + eyehole_factor; - vec3 eyelid_color = skin_color; - vec3 patterning = mix(srgb(1, 0, 0), srgb(1, 0.46, 0), pow(sin(eyep.x * 16 + 100 * fbm(vec3(uv * 10, time / 20), 3)), 2)); - float patnoise = smoothstep(-eyelid, 0, 0.028 * fbm(uv * 100)); + vec3 eyelid_color = background_color; + vec3 patterning = mix(pat1_color, pat2_color, pow(sin(eyep.x * 16 + 100 * fbm(vec3(eyep * 10, time / 20), 3)), 2)); + float patnoise = smoothstep(-eyelid, 0, 0.028 * fbm(eyep * 100)); eyelid_color = mix(eyelid_color, patterning, 1 - clamp(patnoise, 0, 1)); - eyelid_color = mix(eyelid_color, vec3(0), 1 - step(eyelid + 0.004, 0)); - color = mix(color, eyelid_color, step(eyelid, 0)); + float shadow = 1 - smoothstep(-0.01, 0.03, eyelid); + color = mix(eyelid_color, mix(color, eyeoutline_color, shadow), 1 - step(eyelid, 0)); } return color; @@ -142,6 +180,7 @@ 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 = saturation(color, 0.2); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); } |
