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-rw-r--r--src/main/resources/shaders/warping.glsl4
-rw-r--r--src/main/resources/shaders/wood.glsl60
2 files changed, 60 insertions, 4 deletions
diff --git a/src/main/resources/shaders/warping.glsl b/src/main/resources/shaders/warping.glsl
index 044e324..a607007 100644
--- a/src/main/resources/shaders/warping.glsl
+++ b/src/main/resources/shaders/warping.glsl
@@ -1,10 +1,6 @@
#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;
diff --git a/src/main/resources/shaders/wood.glsl b/src/main/resources/shaders/wood.glsl
new file mode 100644
index 0000000..5dec360
--- /dev/null
+++ b/src/main/resources/shaders/wood.glsl
@@ -0,0 +1,60 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+uniform float seconds = 0;
+layout(rgba8) uniform readonly image2D noise_texture;
+layout(rgba8) uniform readonly image2D subtexture;
+layout(rgba8) uniform writeonly image2D output_image;
+
+uniform float flow_field[400];
+uniform vec2 particles[100];
+uniform int particles_count;
+
+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(0.204, 0.11, 0.01) * vec3(s1 * s2, 0.3 * s3, 0.3 * s3);
+ coloring_factor2 = vec3(0.4, 0.3 * s3, 0.3 * s3);
+ return sample_noise(p + s2 * s1 * s3);
+}
+
+vec3 srgb(in float r, in float g, in float b) {
+ return vec3(pow(r, 2.2), pow(g, 2.2), pow(b, 2.2));
+}
+
+void main() {
+ vec2 uv = vec2(gl_GlobalInvocationID.xy) / imageSize(output_image).xy;
+
+ // vec3 coloring_factor;
+ // vec3 coloring_factor2;
+ // float v = gen_pattern(uv, coloring_factor, coloring_factor2);
+ // coloring_factor = srgb(0.941, 0.827, 0.706);
+ // coloring_factor2 = srgb(0.204, 0.11, 0.01);
+ // coloring_factor2 = srgb(0.204, 0.11, 0.01);
+ // coloring_factor2 = srgb(0.104, 0.06, 0.00);
+ // vec3 color = mix(coloring_factor, coloring_factor2, clamp(v, 0., 1.));
+
+ ivec2 grid = ivec2(20, 20);
+ vec2 p = uv * grid;
+ int ffidx = int(p.x) + int(p.y) * grid.y;
+ float cell = flow_field[ffidx];
+ // vec3 color = vec3(ffidx/400.);
+ vec3 color = vec3(cell);
+ // subtexture
+
+ for (int i = 0; i < particles_count; i++) {
+ vec2 p = particles[i];
+ if (length(uv - p) - 0.01 <= 0) {
+ color = vec3(1, 0, 0);
+ }
+ }
+
+ // color = imageLoad(noise_texture, ivec2(uv * imageSize(output_image).xy)).xyz;
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}