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-rw-r--r--src/main/resources/shaders/time.glsl117
1 files changed, 78 insertions, 39 deletions
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));
}