#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)); }