#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 seconds = 0; uniform float time = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform readonly image2D text_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 + 0.5) * imageSize(noise_texture))); return noise.x; } 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; } 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(0.81, 0.40, 0.21); const vec3 caruncle_color = srgb(0.81, 0.40, 0.21); 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 = atan(uv.y, uv.x); { float eye = sdf_circle(uv, 0.41 * (1 - 0.08 * fbm(100 * uv))); vec3 eyeball_color = eye_color; float veins = sin((uv.y + 1) * 260 * sin((uv.x + 1) * 0.1) * fbm(uv * 20)) + 0.97; eyeball_color = mix(eyeball_color, bloodvessel_color, mix(0, step(veins, 0), clamp(ease_in_out_quart(fbm(vec3(uv * 10, 28), 8)) - 0.3, 0, 1))); color = mix(color, eyeball_color, step(eye, 0)); float caruncle_shine = sdf_circle(uv - vec2(0.44, 0), 0.02); caruncle_shine = min(caruncle_shine, sdf_circle(uv + vec2(0.44, 0), 0.02)); color = mix(color, mix(color, vec3(1), 0.3), 1 - smoothstep(-0.01, 0.01, caruncle_shine)); color = mix(color, mix(color, vec3(0), 0.5), smoothstep(0, 0.12, eye + 0.20)); } { // minutes float angle = PI / 2 - minutes * PI / 30; vec2 offset = 0.148 * vec2(cos(angle), sin(angle)); float iris_bounds = sdf_circle((uv - offset) * vec2(0.5, 1), 0.012); color = mix(color, bloodvessel_color, step(iris_bounds + 0.01 * fbm(uv * 200), 0)); } { float iris = sdf_circle(uv, 0.144); color = mix(color, iris_color, step(iris, 0)); float floral = uv.x * 8 / cos(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, 0.04); 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); color = mix(color, vec3(1), step(eyeball, 0.)); 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, 0.0068, 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, shaded_pupil_color, step(eyelid, 0.005)); } } { // TODO: Switch to domain repetition for (int i = 0; i < 12; i++) { float angle = PI / 6.; float r = 0.17; 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 digit_size = 1.6; 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, clockdigit_color, s); } } float eye_open_factor = 0.092; float eyelid_size = 4; { vec2 eyep = uv; 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; 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, 0.03, eyelid); color = mix(eyelid_color, mix(color, eyeoutline_color, shadow), 1 - step(eyelid, 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); // color = saturation(color, 0.2); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }