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-rw-r--r--src/main/resources/shaders/warping.glsl37
1 files changed, 37 insertions, 0 deletions
diff --git a/src/main/resources/shaders/warping.glsl b/src/main/resources/shaders/warping.glsl
new file mode 100644
index 0000000..044e324
--- /dev/null
+++ b/src/main/resources/shaders/warping.glsl
@@ -0,0 +1,37 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <sdf>
+#include <utils>
+#include <noise>
+
+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;
+}
+
+float gen_pattern(in vec2 p, out vec3 coloring_factor, out vec3 coloring_factor2) {
+ float s1 = sample_noise(p + sample_noise(p) * vec2(0.5, 0.1));
+ float s2 = sample_noise(p + sample_noise(p) * vec2(0.8, 0.4));
+ float s3 = sample_noise(p + sample_noise(p));
+ coloring_factor = vec3(s1, s2, 0.8);
+ coloring_factor2 = vec3(s2, 0.2, s3);
+ return sample_noise(p + s2 * s1 * s3);
+}
+
+void main() {
+ vec2 resolution = vec2(imageSize(output_image).xy);
+ float aspect_ratio = resolution.y / resolution.x;
+ vec2 uv = gl_GlobalInvocationID.xy * vec2(1.0, aspect_ratio) / resolution;
+
+ vec3 coloring_factor;
+ vec3 coloring_factor2;
+ float v = gen_pattern(uv, coloring_factor, coloring_factor2);
+ vec3 color = mix(coloring_factor, coloring_factor2, v);
+
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}