#version 430 layout(local_size_x = 1, local_size_y = 1) in; #include #include #include #define PI 3.14159265358979323 uniform float hours = 0; uniform float minutes = 0; uniform float time = 0; layout(rgba8) uniform readonly image2D text_texture; layout(rgba8) uniform writeonly image2D output_image; float digit(in vec2 uv, in int dig, in float size) { vec2 p = uv * 5000 / size; float digitSize = imageSize(text_texture).x / 10.; float digitOffset = digitSize * dig; p.x = clamp(p.x + digitOffset, digitOffset, digitOffset + digitSize); vec4 s = imageLoad(text_texture, ivec2(p)); return s.w; } float veiny_veins(in vec2 p, in vec2 noise) { p.y += 0.32 * (fbm(p * noise) - 0.5); p.x += 0.10 * (fbm(p * noise * 2 + 17.0) - 0.5); p.y = abs(p.y) - 0.22 * p.x; p.y = abs(p.y) - 0.12 * p.x; p.y = abs(p.y) - 0.11 * p.x; return abs(p.y) - (0.018 + fbm(p * 28.0) * 0.006) * (1.0 - 0.7 * p.x); } vec3 image(in vec2 uv) { const vec3 eye_color = srgb(1, 0.99, 0.91); const vec3 iris_color = srgb(0.15, 0.18, 0.29); const vec3 irispat1_color = srgb(0.02); const vec3 irispat2_color = srgb(0.21, 0.27, 0.24); const vec3 pupil_color = srgb(0.08); const vec3 background_color = srgb(0.15, 0.18, 0.29); const vec3 bloodvessel_color = srgb(0.64, 0.24, 0.12); const vec3 caruncle_color = mix(bloodvessel_color, vec3(0), 0.8); const vec3 clockdigit_color = mix(bloodvessel_color, vec3(0), 0.3); const vec3 eyeoutline_color = mix(bloodvessel_color, vec3(0), 0.8); const vec3 pat1_color = srgb(0.81, 0.40, 0.21); const vec3 pat2_color = srgb(0.95, 0.76, 0.36); vec3 color = caruncle_color; // float theta = abs(uv.x) <= 0.00001 ? PI / 2 : atan(uv.y, uv.x); float theta = atan(uv.y, uv.x); { float eye = sdf_circle(uv, 0.44 * (1 - 0.08 * fbm(100 * uv))); vec3 eyeball_color = eye_color; float veins = sin((uv.y + 1) * 57.4 * sin((uv.x + 1) * 0.62) * fbm(vec3(uv * 10, 9), 8)) + 0.96; eyeball_color = mix(eyeball_color, bloodvessel_color, mix(0, step(veins, 0), clamp(ease_in_out_quart(fbm(vec3(uv * 22, 78), 8)) - 0.6, 0, 1))); color = mix(color, eyeball_color, step(eye, 0)); float vein = veiny_veins(12 * (-uv + vec2(0.45, 0)), vec2(8., 4.)); vein = min(vein, veiny_veins(10 * (uv + vec2(0.45, 0)), vec2(10., 5.))); color = mix(color, caruncle_color, 1.0 - smoothstep(-0.01, 0.01, vein)); color = mix(color, mix(color, vec3(0), 0.5), smoothstep(0, 0.28, eye + 0.32)); } // { // // minutes // float angle = PI / 2 - minutes * PI / 30; // vec2 offset = 0.148 * vec2(cos(angle), sin(angle)); // float iris_bounds = sdf_circle(uv - offset, 0.012); // color = mix(color, bloodvessel_color, step(iris_bounds + 0.012 * fbm(uv * 300), 0)); // } // { // // hours // float angle = PI / 2 - minutes * PI / 30; // vec2 offset = 0.148 * vec2(cos(angle), sin(angle)); // float iris_bounds = sdf_circle(uv - offset, 0.012); // color = mix(color, bloodvessel_color, step(iris_bounds + 0.012 * fbm(uv * 300), 0)); // } { float iris = sdf_circle(uv, 0.154); color = mix(color, iris_color, step(iris, 0)); float floral = uv.y * 8 / sin(theta) - sin(15 * theta) * cos(12 * theta); float irispatangle = 50 * theta + 10.0 * fbm(uv * 100); color = mix(color, irispat1_color, 0.8 * step(max(iris, sin(irispatangle)), 0)); color = mix(color, irispat1_color, clamp(step(floral, 0.12) * floral * 8, 0, 1)); color = mix(color, irispat2_color, step(floral, 0)); color = mix(color, irispat1_color, clamp(step(iris, 0) * (iris + 0.1) * 8, 0, 1)); } // { // // hours // float angle = PI / 2 - hours * PI / 6 - minutes * PI / (12 * 60); // vec2 offset = 0.10 * vec2(cos(angle), sin(angle)); // float iris_spec = sdf_circle((uv - offset) * vec2(0.8, 1.0), 0.010); // color = mix(color, mix(color, vec3(1), 0.8), step(iris_spec, 0)); // } { float pupil = sdf_circle(uv, 0.05); vec3 shaded_pupil_color = pupil_color; shaded_pupil_color = mix(shaded_pupil_color, background_color, clamp(step(pupil, 0) * (pupil + 0.02) * 6, 0, 1)); color = mix(color, shaded_pupil_color, step(pupil, 0)); { float eyeball = sdf_circle(uv, 0.03); vec3 shaded_eyeball_color = mix(eye_color, caruncle_color, smoothstep(-0.03, -0.006, eyeball)); color = mix(color, shaded_eyeball_color, step(eyeball, 0.)); float vein = veiny_veins(100 * (-uv + vec2(0.025, 0)), vec2(8., 4.)); vein = min(vein, veiny_veins(100 * (uv + vec2(0.025, 0)), vec2(10., 5.))); color = mix(color, caruncle_color, 1.0 - smoothstep(-0.01, 0.01, vein)); float t = time / 2; vec2 offset = ease_in_out_quart(vec2(fbm(vec2(t)), fbm(vec2(t / 2)))) - 0.40; vec2 eyeirisp = uv - offset * 0.004 * 4; float pupil = sdf_circle(eyeirisp, 0.009); color = mix(color, mix(iris_color, pupil_color, smoothstep(pupil, 0.001, 0)), step(pupil, 0)); vec2 eyep = uv; float eye_open_factor = 0.008; float blinkduration = 0.6; float blink_every = 1; float blinkt = mod(time, blink_every) * 2 / blinkduration; int should_blink = int(mod(time, blink_every) < blinkduration); float blink = ease_in_out_quart(mod(blinkt, 1)); blink = mix(1 - blink, blink, clamp(int(blinkt) % 2, 0., 1.)); float a = mix(0, eye_open_factor, mix(1, blink, should_blink)); float eyelid_size = 60; float eyelid = a * cos(eyelid_size * eyep.x / 2 * PI) - abs(eyep.y) + a; eyelid = max(eyelid, sdf_circle(eyep, 0.03)); color = mix(color, vec3(0), sdf_circle(eyep, 0.04) * step(eyelid - 0.010, 0) * (1 - smoothstep(-0.0001, 0.008, eyelid))); color = mix(color, shaded_pupil_color, step(eyelid - 0.003, 0)); } } { // TODO: Switch to domain repetition float angle = PI / 6.; float r = 0.175; float digit_size = 1.6; for (int i = 0; i < 12; i++) { vec2 digitpos = uv + vec2(0.011, 0.036) - r * vec2(cos(-i * angle + PI / 3), sin(-i * angle + PI / 3)); digitpos *= (1 + 0.8 * fbm(60 * uv)); float s = 0; if (i + 1 >= 10) { s = digit(digitpos + vec2(0.01, 0), 1, digit_size); digitpos.x -= 0.01; } s = max(s, digit(digitpos, (i + 1) % 10, digit_size)); color = mix(color, mix(clockdigit_color, color, 0.4), s); } } { vec2 eyep = uv; float eye_open_factor = 0.098; float eyelid_size = 3.6; float blinkduration = 0.6; float blink_every = 8; float blinkt = mod(time, blink_every) * 2 / blinkduration; int should_blink = int(mod(time, blink_every) < blinkduration); float blink = ease_in_out_quart(mod(blinkt, 1)); blink = mix(1 - blink, blink, clamp(int(blinkt) % 2, 0., 1.)); float a = mix(0, eye_open_factor, mix(1, blink, should_blink)); float eyelid = a * cos(eyelid_size * eyep.x / 2 * PI) - abs(eyep.y) + a - 0.003; float circle = sdf_circle(eyep, 0.50); eyelid = max(eyelid, circle); vec3 eyelid_color = background_color; vec3 patterning = mix(pat1_color, pat2_color, pow(sin(eyep.x * 16 + 100 * fbm(vec3(eyep * 10, time / 20), 3)), 2)); float patnoise = smoothstep(-eyelid, 0, 0.028 * fbm(eyep * 100)); eyelid_color = mix(eyelid_color, patterning, 1 - clamp(patnoise, 0, 1)); float shadow = 1 - smoothstep(-0.01, 0.02, eyelid); color = mix(eyelid_color, mix(color, eyeoutline_color, shadow), 1 - step(eyelid, 0)); color = mix(color, mix(background_color, pat2_color, smoothstep(0, 1.5, sin(uv.y * 100 * (1 + 0.01 * fbm(uv * 40))))), 1 - step(circle, 0)); } return color; } 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 = image(uv); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }