diff options
Diffstat (limited to '')
| -rw-r--r-- | src/main/resources/shaders/vacation.glsl | 123 |
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; } |
