From 56a6b43ec8509012755c9d63608fb98155b52a9a Mon Sep 17 00:00:00 2001 From: Akshay Nair Date: Wed, 7 Oct 2026 18:07:46 +0530 Subject: Add flow --- src/main/resources/shaders/cloak.glsl | 2 - src/main/resources/shaders/flow.glsl | 68 +++++++++++++++++++++++++++ src/main/resources/shaders/modules/utils.glsl | 2 + src/main/resources/shaders/mrdoor.glsl | 2 - src/main/resources/shaders/time.glsl | 2 - 5 files changed, 70 insertions(+), 6 deletions(-) create mode 100644 src/main/resources/shaders/flow.glsl (limited to 'src/main/resources/shaders') diff --git a/src/main/resources/shaders/cloak.glsl b/src/main/resources/shaders/cloak.glsl index c249760..451de27 100644 --- a/src/main/resources/shaders/cloak.glsl +++ b/src/main/resources/shaders/cloak.glsl @@ -4,8 +4,6 @@ layout(local_size_x = 1, local_size_y = 1) in; #include #include -#define PI 3.14159265358979323 - const float antialiasing = 0.28; uniform float seconds = 0; layout(rgba8) uniform writeonly image2D output_image; diff --git a/src/main/resources/shaders/flow.glsl b/src/main/resources/shaders/flow.glsl new file mode 100644 index 0000000..fe0aaad --- /dev/null +++ b/src/main/resources/shaders/flow.glsl @@ -0,0 +1,68 @@ +#version 430 +layout(local_size_x = 1, local_size_y = 1) in; + +#include +#include + +uniform float seconds = 0; +layout(rgba8) uniform readonly image2D noise_texture; +layout(rgba8) uniform writeonly image2D output_image; + +uniform float antialiasing = 0.28; +uniform bool enable_antialiasing = false; + +float sample_noise(in vec2 p) { + vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); + return noise.x; +} + +vec3 image(vec2 uv) { + const vec3 bg_color = srgb(0.10, 0.10, 0.14); + const vec3 line1_color = srgb(0.2, 0.25, 0.4); + const vec3 line2_color = srgb(0.8, 0.3, 0.4); + + vec3 color = bg_color; + + float line_thickness = 0.04; + vec2 p = (vec2(uv.y, uv.x)) * 50; + int max = 40; + float t = mod(seconds, 12) * 0.7; + + vec3 l1c = line1_color; + vec3 l2c = line2_color; + + for (int i = 0; i < max; i++) { + float a = i * PI * (1 + t / 10) / 62; + float r = 5 * sin(a + t / 6) * sin(a + t / 6); + vec2 off = r * vec2(cos(a), sin(a)) + (1 + t / 1000.) * i * 0.2; + vec2 pos = (p + off) * mat2x2(cos(a), -sin(a), sin(a), cos(a)); + float line = abs(sin(pos.x * (0.7 + 0.3 * fbm(p / 10)) + t * 2) / 3 - pos.y) - line_thickness; + vec3 line_color = mix(l1c, l2c, smoothstep(0, 1, float(i - 1) / (2. * max))); + color = mix(color, line_color, step(line, 0)); + } + + // color = mix(color, vec3(1), step(mixer, 0)); + + return color; +} + +vec3 antialiased_image(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); + + imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); +} diff --git a/src/main/resources/shaders/modules/utils.glsl b/src/main/resources/shaders/modules/utils.glsl index 10e3a48..961480f 100644 --- a/src/main/resources/shaders/modules/utils.glsl +++ b/src/main/resources/shaders/modules/utils.glsl @@ -1,3 +1,5 @@ +#define PI 3.14159265358979323 + float smin(float a, float b, float k) { float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); return mix(b, a, h) - k * h * (1.0 - h); diff --git a/src/main/resources/shaders/mrdoor.glsl b/src/main/resources/shaders/mrdoor.glsl index 19290ce..6869df5 100644 --- a/src/main/resources/shaders/mrdoor.glsl +++ b/src/main/resources/shaders/mrdoor.glsl @@ -15,8 +15,6 @@ uniform float antialiasing = 0.28; // const vec3 door1_light_position = vec3(0.8, 4, 0.4); // const vec3 sunlight_color = vec3(1, 0.99, 0.99); -#define PI 3.14159265358979323 - struct Obj { int objid; float dist; diff --git a/src/main/resources/shaders/time.glsl b/src/main/resources/shaders/time.glsl index 0450062..0c6996f 100644 --- a/src/main/resources/shaders/time.glsl +++ b/src/main/resources/shaders/time.glsl @@ -5,8 +5,6 @@ layout(local_size_x = 1, local_size_y = 1) in; #include #include -#define PI 3.14159265358979323 - uniform float hours = 0; uniform float minutes = 0; uniform float time = 0; -- cgit v1.3.1