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| author | Akshay Nair <phenax5@gmail.com> | 2026-10-03 23:15:07 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-10-04 00:34:30 +0530 |
| commit | 57ff3d2eb6c5b0d2a3f67296844390376851b13c (patch) | |
| tree | a518d3b8e8b123bcf990ede56c785fd299c354c1 /src | |
| parent | b32d32248e0bfd6e763991b14c9d7bf29063ed29 (diff) | |
| download | art-playground-openrndr-57ff3d2eb6c5b0d2a3f67296844390376851b13c.tar.gz art-playground-openrndr-57ff3d2eb6c5b0d2a3f67296844390376851b13c.zip | |
More eyeball stuff
Diffstat (limited to 'src')
| -rw-r--r-- | src/main/kotlin/time/TimeProgram.kt | 45 | ||||
| -rw-r--r-- | src/main/resources/shaders/time.glsl | 62 |
2 files changed, 58 insertions, 49 deletions
diff --git a/src/main/kotlin/time/TimeProgram.kt b/src/main/kotlin/time/TimeProgram.kt index 1c39300..0f5db32 100644 --- a/src/main/kotlin/time/TimeProgram.kt +++ b/src/main/kotlin/time/TimeProgram.kt @@ -4,14 +4,14 @@ import java.time.LocalTime import org.openrndr.application import org.openrndr.color.* import org.openrndr.draw.* -import org.openrndr.extra.noise.filters.SimplexNoise3D import org.openrndr.math.* import phenax.utils.* fun main() = application { recordDuration(5.seconds()) - if (recordingEnabled || screenshotEnabled) { + // TODO: remove hardcode + if (captureEnabled) { configure { width = 1920 height = 1080 @@ -26,37 +26,28 @@ fun main() = application { } oliveProgram { - val char_size = 200.0 - val font = program.loadFont("data/fonts/default.otf", char_size) + val enableAntialiasing = captureEnabled + val charSize = 200.0 + val font = program.loadFont("data/fonts/default.otf", charSize) val cs by liveComputeShader("time") - val outputBuffer = colorBuffer(width, height, type = ColorType.UINT8) - - val size = Math.max(width, height) * 4 - val noiseBuffer = colorBuffer(size, size, type = ColorType.UINT8) - val noiseFilter = SimplexNoise3D() - noiseFilter.scale = Vector3.ONE * 2.4 - noiseFilter.octaves = 8 - noiseFilter.premultipliedAlpha = true - noiseFilter.seed = Vector3(0.18, 0.01, 0.001) - noiseFilter.apply(emptyArray(), noiseBuffer) + val scale = if (enableAntialiasing) 2 else 1 + val computeShaderBuffer = colorBuffer(scale * width, scale * height, type = ColorType.UINT8) val characters = 0..9 val textTarget = - renderTarget(char_size.toInt() * characters.count(), char_size.toInt()) { + renderTarget(charSize.toInt() * characters.count(), charSize.toInt()) { colorBuffer(type = ColorType.UINT8) } extend { - cs.image("noise_texture", 1, noiseBuffer.imageBinding(0, ImageAccess.READ)) - drawer.isolatedWithTarget(textTarget) { drawer.clear(ColorRGBa.TRANSPARENT) drawer.ortho(textTarget) drawer.fontMap = font drawer.fill = ColorRGBa.WHITE for (char in characters) { - drawer.text(char.toString(), Vector2(char * char_size.toDouble(), char_size / 2.0 + 5)) + drawer.text(char.toString(), Vector2(char * charSize.toDouble(), charSize / 2.0 + 5)) } } @@ -65,14 +56,20 @@ fun main() = application { cs.image("text_texture", 2, textBuffer.imageBinding(0, ImageAccess.READ)) val time = LocalTime.now() - cs.uniform("hours", time.getHour().toFloat()) - cs.uniform("minutes", time.getMinute().toFloat()) - cs.uniform("seconds", time.getSecond().toFloat()) + if (recordingEnabled) { + cs.uniform("hours", 10.0) + cs.uniform("minutes", 10.0 + seconds / 60.0) + cs.uniform("seconds", time.getSecond().toFloat()) + } else { + cs.uniform("hours", time.getHour().toFloat()) + cs.uniform("minutes", time.getMinute().toFloat()) + cs.uniform("seconds", time.getSecond().toFloat()) + } cs.uniform("time", seconds) - cs.image("output_image", 0, outputBuffer.imageBinding(0, ImageAccess.WRITE)) - cs.execute(outputBuffer.width, outputBuffer.height, 1) - drawer.image(outputBuffer) + cs.image("output_image", 0, computeShaderBuffer.imageBinding(0, ImageAccess.WRITE)) + cs.execute(computeShaderBuffer.width, computeShaderBuffer.height, 1) + drawer.image(computeShaderBuffer, 0.0, 0.0, width.toDouble(), height.toDouble()) } } } diff --git a/src/main/resources/shaders/time.glsl b/src/main/resources/shaders/time.glsl index 2d52ecf..61726ac 100644 --- a/src/main/resources/shaders/time.glsl +++ b/src/main/resources/shaders/time.glsl @@ -11,18 +11,12 @@ uniform float hours = 0; uniform float minutes = 0; uniform float seconds = 0; uniform float time = 0; -layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform readonly image2D text_texture; layout(rgba8) uniform writeonly image2D output_image; uniform float antialiasing = 0.28; uniform bool enable_antialiasing = false; -float sample_noise(in vec2 p) { - vec4 noise = imageLoad(noise_texture, ivec2((p + 0.5) * imageSize(noise_texture))); - return noise.x; -} - float digit(in vec2 uv, in int dig, in float size) { vec2 p = uv * 5000 / size; float digitSize = imageSize(text_texture).x / 10.; @@ -32,6 +26,15 @@ float digit(in vec2 uv, in int dig, in float size) { return s.w; } +float veiny_veins(in vec2 p, in vec2 noise) { + p.y += 0.32 * (fbm(p * noise) - 0.5); + p.x += 0.10 * (fbm(p * noise * 2 + 17.0) - 0.5); + p.y = abs(p.y) - 0.22 * p.x; + p.y = abs(p.y) - 0.12 * p.x; + p.y = abs(p.y) - 0.11 * p.x; + return abs(p.y) - (0.018 + fbm(p * 28.0) * 0.006) * (1.0 - 0.7 * p.x); +} + vec3 image(in vec2 uv) { const vec3 eye_color = srgb(1, 0.99, 0.91); const vec3 iris_color = srgb(0.15, 0.18, 0.29); @@ -39,8 +42,8 @@ vec3 image(in vec2 uv) { 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 bloodvessel_color = srgb(0.64, 0.24, 0.12); + const vec3 caruncle_color = mix(bloodvessel_color, vec3(0), 0.3); 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); @@ -50,15 +53,19 @@ vec3 image(in vec2 uv) { float theta = atan(uv.y, uv.x); { - float eye = sdf_circle(uv, 0.41 * (1 - 0.08 * fbm(100 * uv))); + float eye = sdf_circle(uv, 0.44 * (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)) + 0.97; + float veins = sin((uv.y + 1) * 260 * sin((uv.x + 1) * 0.1) * fbm(uv * 20)) + 0.96; 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)); + + float vein = veiny_veins(12 * (-uv + vec2(0.45, 0)), vec2(8., 4.)); + vein = min(vein, veiny_veins(10 * (uv + vec2(0.45, 0)), vec2(10., 5.))); + color = mix(color, caruncle_color, 1.0 - smoothstep(-0.01, 0.01, vein)); + // float bug = sdf_circle(uv - vec2(0.3, 0), 0.014); + // color = mix(color, vec3(0), clamp(step(bug, 0) * (bug - 0.1) * 100, 0, 1)); + color = mix(color, mix(color, vec3(0), 0.5), smoothstep(0, 0.12, eye + 0.20)); } @@ -66,12 +73,12 @@ vec3 image(in vec2 uv) { // 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_bounds = sdf_circle(uv - offset, 0.012); + color = mix(color, bloodvessel_color, step(iris_bounds + 0.012 * fbm(uv * 300), 0)); } { - float iris = sdf_circle(uv, 0.144); + float iris = sdf_circle(uv, 0.154); color = mix(color, iris_color, step(iris, 0)); float floral = uv.x * 8 / cos(theta) - sin(15 * theta) * cos(12 * theta); float irispatangle = 50 * theta + 10.0 * fbm(uv * 100); @@ -90,14 +97,15 @@ vec3 image(in vec2 uv) { } { - float pupil = sdf_circle(uv, 0.04); + float pupil = sdf_circle(uv, 0.05); 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.)); + vec3 shaded_eyeball_color = mix(eye_color, mix(bloodvessel_color, vec3(0), 0.5), smoothstep(-0.03, -0.006, eyeball)); + color = mix(color, shaded_eyeball_color, step(eyeball, 0.)); float t = time / 2; vec2 offset = ease_in_out_quart(vec2(fbm(vec2(t)), fbm(vec2(t / 2)))) - 0.40; @@ -116,8 +124,8 @@ vec3 image(in vec2 uv) { 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)); + eyelid = max(eyelid, sdf_circle(eyep, 0.03)) - 0.005; + color = mix(color, shaded_pupil_color, step(eyelid + 0.002, 0)); } } @@ -125,7 +133,7 @@ vec3 image(in vec2 uv) { // TODO: Switch to domain repetition for (int i = 0; i < 12; i++) { float angle = PI / 6.; - float r = 0.17; + float r = 0.175; 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; @@ -139,11 +147,10 @@ vec3 image(in vec2 uv) { } } - float eye_open_factor = 0.092; - float eyelid_size = 4; - { vec2 eyep = uv; + float eye_open_factor = 0.098; + float eyelid_size = 3.6; float blinkduration = 0.6; float blink_every = 8; float blinkt = mod(time, blink_every) * 2 / blinkduration; @@ -151,13 +158,18 @@ vec3 image(in vec2 uv) { 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 eyelid = a * cos(eyelid_size * eyep.x / 2 * PI) - abs(eyep.y) + a - 0.003; + float circle = sdf_circle(eyep, 0.50); + eyelid = max(eyelid, circle); 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)); float shadow = 1 - smoothstep(-0.01, 0.03, eyelid); color = mix(eyelid_color, mix(color, eyeoutline_color, shadow), 1 - step(eyelid, 0)); + color = mix(color, + mix(background_color, pat2_color, smoothstep(0, 1.5, sin(uv.y * 100 * (1 + 0.01 * fbm(uv * 800))))), + 1 - step(circle, 0)); } return color; |
