#version 430 layout(local_size_x = 1, local_size_y = 1) in; #include #include #include 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)); }