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path: root/src/main/resources/shaders/vacation.glsl
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-rw-r--r--src/main/resources/shaders/vacation.glsl123
1 files changed, 68 insertions, 55 deletions
diff --git a/src/main/resources/shaders/vacation.glsl b/src/main/resources/shaders/vacation.glsl
index c343691..c1aeb2a 100644
--- a/src/main/resources/shaders/vacation.glsl
+++ b/src/main/resources/shaders/vacation.glsl
@@ -9,11 +9,17 @@ uniform float seconds = 0;
layout(rgba8) uniform readonly image2D noise_texture;
layout(rgba8) uniform writeonly image2D output_image;
+const float antialiasing = 0.28;
+
float sample_noise(in vec2 p) {
vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture)));
return noise.x;
}
+mat2x2 rot_matrix(float angle) {
+ return mat2x2(cos(angle), -sin(angle), sin(angle), cos(angle));
+}
+
vec3 image(vec2 uv) {
const vec3 sky_color = srgb(0.57, 0.7, 0.91);
const vec3 dark_water_color = srgb(0.02, 0.36, 0.6);
@@ -32,19 +38,21 @@ vec3 image(vec2 uv) {
vec3 color = sky_color;
- vec2 sunpos = vec2(0.2, 0.08);
+ vec2 sunpos = vec2(0.2, 0.1);
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 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;
+ float water = uv.y - 0.03 + 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));
@@ -60,72 +68,77 @@ vec3 image(vec2 uv) {
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));
- 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 wet_sand = uv.y + 0.;
+ color = mix(color, mix(shaded_wet_sand_color, shaded_water_color, clamp(((uv.y - 0.04) * 4 + 1.2), 0, 1)), step(wet_sand, 0));
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));
+ color = mix(color, dark_water_color, step(-uv.y - 0.19, 0) * step(water, 0) * clamp((uv.y - 0.08) * sin((uv.x / 5 + wshadow_noise - 1.84) * sin(uv.y * 2.4) * 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));
+ color = mix(color, vec3(1), step(water, 0) * clamp((uv.y - 0.0) * sin((uv.x / 5 + wfoam_noise - 2.2) * sin(uv.y * 2.4) * 25), 0, 1));
- 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 sand = uv.y - 0.08 + sin(uv.x * 3 + 0.) * 0.09 + fbm(uv * 40) * 0.012 + fbm(uv * 4) * 0.034;
+ 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));
+ }
- 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));
+ {
+ vec2 boatpos = uv - vec2(0.14, 0.0);
+ 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, 5.3) * boatsize, vec2(2 * (1 - boatpos.y * 18), 4) * boatsize, 0.006);
+ 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 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 islandpos = uv * vec2(0.25, 1.0) + vec2(0.06, -0.00);
+ float island = sdf_circle(islandpos, 0.05 - fbm((islandpos + 0.09) * 27) * 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));
+ }
- 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 treesize = 0.01;
+ vec2 treepos = uv - vec2(-15, 3) * treesize;
+ float trunk = sdf_box(treepos - vec2(sin(uv.y * 30 - 1.5), 0) * treesize,
+ treesize * vec2(0.2 + abs((uv.y - 0.03) * 5 - 0.3) * 0.3, 2.4),
+ 0.003);
+ vec3 shaded_trunk_color = dark_tree_trunk_color;
+ color = mix(color, shaded_trunk_color, step(trunk, 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));
+ {
+ vec2 leafpos = treepos - vec2(0.1, 3.1) * treesize;
+ float leafs = sdf_box(leafpos - vec2(0), vec2(2.1, 1.6) * treesize, 1.4 * treesize);
+ color = mix(color, srgb(0.0, 0.4, 0.0), step(leafs, 0));
+ }
+ }
return color;
}
vec3 antialiased_image(vec2 uv) {
- float anti_aliasing = 0.0006;
+ 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) * anti_aliasing);
+ sum += image(uv + vec2(i, j) * s);
return sum / count;
}