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-rw-r--r--src/main/kotlin/kaleidos/KaleidosProgram.kt39
-rw-r--r--src/main/resources/shaders/kaleidos.glsl112
2 files changed, 151 insertions, 0 deletions
diff --git a/src/main/kotlin/kaleidos/KaleidosProgram.kt b/src/main/kotlin/kaleidos/KaleidosProgram.kt
new file mode 100644
index 0000000..4bc14f8
--- /dev/null
+++ b/src/main/kotlin/kaleidos/KaleidosProgram.kt
@@ -0,0 +1,39 @@
+package kaleidos
+
+import org.openrndr.application
+import org.openrndr.color.*
+import org.openrndr.draw.*
+import phenax.utils.*
+
+fun main() = application {
+ recordDuration(20.seconds())
+
+ if (captureEnabled) {
+ configure {
+ width = 1920
+ height = 1440
+ windowResizable = false
+ }
+ } else {
+ configure {
+ width = 640
+ height = 480
+ windowResizable = false
+ }
+ }
+
+ oliveProgram {
+ val cs by liveComputeShader("kaleidos")
+ val enableAntialiasing = captureEnabled
+
+ val outputBuffer = colorBuffer(width, height, type = ColorType.UINT8)
+
+ extend {
+ cs.uniform("seconds", seconds)
+ cs.uniform("enable_antialiasing", enableAntialiasing)
+ cs.image("output_image", 0, outputBuffer.imageBinding(0, ImageAccess.WRITE))
+ cs.execute(outputBuffer.width, outputBuffer.height, 1)
+ drawer.image(outputBuffer)
+ }
+ }
+}
diff --git a/src/main/resources/shaders/kaleidos.glsl b/src/main/resources/shaders/kaleidos.glsl
new file mode 100644
index 0000000..b8c499b
--- /dev/null
+++ b/src/main/resources/shaders/kaleidos.glsl
@@ -0,0 +1,112 @@
+#version 430
+layout(local_size_x = 1, local_size_y = 1) in;
+
+#include <utils>
+#include <sdf>
+#include <noise>
+
+uniform float seconds = 0;
+layout(rgba8) uniform writeonly image2D output_image;
+
+uniform float antialiasing = 0.28;
+uniform bool enable_antialiasing = false;
+
+int sections = 6;
+
+float noisepattern(vec2 p, float t) {
+ return fbm(vec3(p + fbm(p * fbm(p / 5)), t), 3) - 0.30;
+}
+
+vec3 bg_color = srgb(0.17, 0.17, 0.19);
+vec3 patbg_color = srgb(0.15, 0.20, 0.22);
+vec3 pat1_color = patbg_color;
+vec3 pat2_color = srgb(0.10, 0.29, 0.29);
+vec3 pat3_color = srgb(0.35, 0.16, 0.23);
+vec3 hexhighlight_color = srgb(0.2, 0.3, 0.2);
+
+void kaleidos(in vec2 p, inout vec3 color) {
+ float tilt = PI / sections;
+ vec2 pp1 = p * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
+ vec2 pp2 = p * mat2x2(cos(-tilt), -sin(-tilt), sin(-tilt), cos(-tilt));
+ float cutoff = 1 - step(min(-pp2.y, pp1.y), 0);
+
+ float lines = min(pp1.y, -pp2.y);
+ color = mix(color, bg_color, step(abs(lines) - 0.002, 0));
+
+ if (cutoff <= 0.) return;
+
+ { // background pat
+ float speed = 0.25;
+ float dur = 20.;
+ float t = mod(seconds, dur);
+ int dir = int((t / dur) * 2.);
+ t = (dir == 0 ? t : dur - t) * speed;
+ vec2 patp = (p - vec2(0.2)) * 20;
+ float pat = sin(patp.x * patp.x) - sin(patp.y * patp.y) - cos(t * patp.x * patp.y) * sin(patp.y);
+ color = mix(color, patbg_color, step(pat, 0));
+ }
+ { // specs
+ float t = seconds / 2.2;
+ color = mix(color, pat1_color, step(noisepattern(p * 60 + 100, t), 0));
+ float pat2 = noisepattern(p * 40 + 11, t + 1.1) - 0.04;
+ color = mix(color, pat2_color, step(pat2, 0));
+ color = mix(color, mix(pat2_color, vec3(0), 0.2), step(pat2, -0.1));
+ float pat3 = noisepattern(p * 20, t);
+ color = mix(color, pat3_color, step(pat3, 0));
+ color = mix(color, mix(pat3_color, vec3(0), 0.1), step(pat3, -0.05));
+ }
+}
+
+vec3 image(in vec2 uv) {
+ vec3 color = bg_color;
+
+ vec2 p = uv;
+
+ float del = 2. * PI / sections;
+ float theta = atan(p.y, p.x);
+ float id1 = floor(theta / del);
+ float id2 = id1 + 1.;
+ vec2 p1 = mat2(cos(del * id1), -sin(del * id1), sin(del * id1), cos(del * id1)) * p;
+ vec2 p2 = mat2(cos(del * id2), -sin(del * id2), sin(del * id2), cos(del * id2)) * p;
+ bool inverted = int(id1) % 2 == 0;
+ if (inverted)
+ p1.y = -p1.y;
+ else
+ p2.y = -p2.y;
+
+ kaleidos(p1, color);
+ kaleidos(p2, color);
+
+ return color;
+}
+
+vec3 antialiased_image(in vec2 uv) {
+ 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) * s);
+ 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 / 2) * vec2(1.0, aspect_ratio) / resolution;
+
+ vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv);
+
+ float t = seconds / 3;
+
+ vec2 offset = vec2(mod(t, 0.01), mod(t, 0.003));
+ if (int(t * 5) % 20 == 10) {
+ color.r = (color.r + image(uv + offset).r / 2 + image(uv - offset).r / 2) / 2.;
+ color.b = (color.b + image(uv + offset).b + image(uv - offset).b) / 3.;
+ } else if (int(t * 10) % 17 == 7) {
+ color.g = (color.g + image(uv + offset).g / 2 + image(uv - offset).g / 2) / 2.;
+ }
+
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
+}