diff options
Diffstat (limited to 'src/main/resources/shaders/vacation.glsl')
| -rw-r--r-- | src/main/resources/shaders/vacation.glsl | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/src/main/resources/shaders/vacation.glsl b/src/main/resources/shaders/vacation.glsl new file mode 100644 index 0000000..0a9838a --- /dev/null +++ b/src/main/resources/shaders/vacation.glsl @@ -0,0 +1,73 @@ +#version 430 +layout(local_size_x = 1, local_size_y = 1) in; + +#include <sdf> + +uniform float seconds = 0; +layout(rgba8) uniform readonly image2D noise_texture; +layout(rgba8) uniform writeonly image2D output_image; + +float sample_noise(in vec2 p) { + vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); + 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); + + 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 water = uv.y; + color = mix(color, water_color, step(water, -0.04)); + + float sand = uv.y + sin(uv.x * 3 + 0.) * 0.07; + color = mix(color, sand_color, step(sand, -0.23)); + + 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)); + + float leafbranchcurve = sin(-uv.x * 8 + 0.2) * 0.06; + float leafsizecurve = sin(uv.x * 8 - 6.8) * 0.06; + + 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; +} + +vec3 antialiased_image(vec2 uv) { + float anti_aliasing = 0.0006; + 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); + return sum / count; +} + +void main() { + vec2 resolution = vec2(imageSize(output_image).xy); + float aspect_ratio = resolution.y / resolution.x; + vec2 uv = (gl_GlobalInvocationID.xy - resolution * 0.5) * vec2(1.0, aspect_ratio) / resolution; + + // vec3 color = antialiased_image(uv); + vec3 color = image(uv); + imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); +} |
