#version 430 layout(local_size_x = 1, local_size_y = 1) in; #include #include #include uniform float seconds = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform writeonly image2D output_image; const float antialiasing = 0.28; float sample_noise(in vec2 p) { vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); return noise.x; } mat2x2 rot_matrix(float angle) { return mat2x2(cos(angle), -sin(angle), sin(angle), cos(angle)); } vec3 image(vec2 uv) { const vec3 sky_color = srgb(0.57, 0.7, 0.91); const vec3 dark_water_color = srgb(0.02, 0.36, 0.6); const vec3 water_color = srgb(0.05, 0.62, 0.67); const vec3 sand_color = srgb(0.73, 0.62, 0.5); const vec3 sun_color = srgb(0.97, 0.97, 0.67); const vec3 dark_sand_color = srgb(0.38, 0.31, 0.26); const vec3 sand_shadow_color = srgb(vec3(0.40, 0.33, 0.28)); const vec3 sunshine_color = srgb(0.96, 0.78, 0.31); const vec3 sunshine_cloud_color = srgb(0.98, 0.64, 0.23); const vec3 tree_trunk_color = srgb(0.73, 0.56, 0.46); const vec3 dark_tree_trunk_color = srgb(vec3(0.73, 0.56, 0.46) / 2.6); const vec3 tree_trunk_ring_color = srgb(vec3(0.73, 0.56, 0.46) / 2.9); const vec3 cloud_color = srgb(1, 1, 1); const vec3 dark_cloud_color = srgb(0.34, 0.55, 0.71); vec3 color = sky_color; vec2 sunpos = vec2(0.2, 0.1); float sunsize = 0.05; float sun = sdf_circle(uv - sunpos, sunsize); float sunshine = sdf_circle((uv - sunpos) * vec2(0.4, 1.2), sunsize) * 3; color = mix(color, sunshine_color, 1 - clamp(sunshine, 0, 1)); color = mix(color, sun_color, step(sun, 0)); { float dark_cloud = clamp(sample_noise((uv + 0.4) * 0.8 + vec2(0.28, 0)) - 0.1, 0, 1); color = mix(color, dark_cloud_color, dark_cloud); float cloud = clamp(sample_noise((uv + vec2(0.5, 0.5)) * 0.6 + vec2(0.18, 0)) - 0.2, 0, 1); color = mix(color, mix(cloud_color, sunshine_cloud_color, 1. - clamp(sunshine * 2, 0, 1)), cloud); } float water = uv.y - 0.03 + sin(uv.x * 3 - 1) * 0.01 + fbm(uv * 40) * 0.004; vec2 water_noise_seed = uv - 2; vec3 shaded_water_color = water_color; shaded_water_color = mix(shaded_water_color, dark_water_color, clamp(exp((uv.y - 0.03) / 0.1), 0, 1)); vec2 sunrefpos = sunpos - vec2((fbm(30 * water_noise_seed) - 0.6) / 10, 1) * vec2(1, 0.2) + vec2(uv.y * 0.2, 0); float sunshine_reflection = sdf_circle(uv - sunrefpos, sunsize - 0.02) * 16; float sunshine_reflection_wide = sdf_circle((uv - sunrefpos) * vec2(0.48, 1.6), sunsize) * 16; shaded_water_color = mix(shaded_water_color, sunshine_color, 1 - clamp(sunshine_reflection_wide * 0.45, 0, 1)); shaded_water_color = mix(shaded_water_color, clamp(sun_color * vec3(1, 0.8, 0.8), 0, 1), 1 - clamp(sunshine_reflection, 0, 1)); color = mix(color, shaded_water_color, step(water, 0)); vec3 shaded_wet_sand_color = dark_sand_color; shaded_wet_sand_color = mix(shaded_wet_sand_color, clamp(dark_sand_color * 1.5, 0, 1), clamp(abs(uv.y * (uv.x - 0.3)) * 4, 0, 1)); shaded_wet_sand_color = mix(shaded_wet_sand_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 10 - 8), 0, 1)); float wet_sand = uv.y + 0.; color = mix(color, mix(shaded_wet_sand_color, shaded_water_color, clamp(((uv.y - 0.04) * 4 + 1.2), 0, 1)), step(wet_sand, 0)); float wshadow_noise = clamp(fbm(80 * water_noise_seed) * noise(8 * water_noise_seed), 0, 1); color = mix(color, dark_water_color, step(-uv.y - 0.19, 0) * step(water, 0) * clamp((uv.y - 0.08) * sin((uv.x / 5 + wshadow_noise - 1.84) * sin(uv.y * 2.4) * 40), 0, 1)); float wfoam_noise = clamp(fbm(100 * water_noise_seed) * noise(8 * water_noise_seed), 0, 1); color = mix(color, vec3(1), step(water, 0) * clamp((uv.y - 0.0) * sin((uv.x / 5 + wfoam_noise - 2.2) * sin(uv.y * 2.4) * 25), 0, 1)); { float sand = uv.y - 0.08 + sin(uv.x * 3 + 0.) * 0.09 + fbm(uv * 40) * 0.012 + fbm(uv * 4) * 0.034; vec3 shaded_sand_color = sand_color; float sand_shine = clamp(abs((uv.y + 0.5) * (uv.x + 0.5) * 12), 0, 1); shaded_sand_color = mix(shaded_sand_color, mix(sunshine_color, sand_color, 0.5), sand_shine); float sand_shadow = sdf_circle(uv * vec2(0.3, 1) + vec2(0.16, 0.4), 0.1); shaded_sand_color = mix(shaded_sand_color, sand_shadow_color, 1 - smoothstep(sand_shadow, -0.1, -0.04)); shaded_sand_color = mix(shaded_sand_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 40 + 9), 0, 1)); color = mix(color, shaded_sand_color, step(sand, -0.33)); } { vec2 boatpos = uv - vec2(0.14, 0.0); float boatrefgap = 0.012; float boatid = clamp(round(boatpos.y / boatrefgap), -1, 0); boatpos.y -= boatid * boatrefgap; boatid += 1; boatpos.y *= boatid * 2 - 1 + (1 - boatid) * 0.4; boatpos.x += (1 - boatid) * (0.02 * wfoam_noise + boatpos.y * 0.3); float boatsize = 0.005; float boatsail = sdf_box(boatpos - vec2(-1.8 + boatpos.y * 20, 5.3) * boatsize, vec2(2 * (1 - boatpos.y * 18), 4) * boatsize, 0.006); boatsail = min(boatsail, sdf_box(boatpos - vec2(-1.0, 1) * boatsize, vec2(0.4, 2) * boatsize, 0.0)); float boat = sdf_box(boatpos - vec2(boatpos.y * 50, -0.1) * boatsize, vec2(5 * (1 + boatpos.y * 20), 1.2) * boatsize, 0.0); vec3 boat_refl_color = mix(shaded_water_color, vec3(0), clamp(uv.y * 2 + 0.5, 0, 1)); color = mix(color, mix(boat_refl_color, vec3(0), boatid), step(min(boatsail, boat), 0)); } { vec2 islandpos = uv * vec2(0.25, 1.0) + vec2(0.06, -0.00); float island = sdf_circle(islandpos, 0.05 - fbm((islandpos + 0.09) * 27) * 0.04); vec3 shaded_island_color = sand_color; shaded_island_color = mix(shaded_island_color, clamp(dark_sand_color * 1.5, 0, 1), clamp(abs(uv.y * (uv.x - 0.3)) * 4, 0, 1)); shaded_island_color = mix(shaded_island_color, dark_sand_color, clamp(fbm(uv * 600) * fbm(uv * 10 - 8), 0, 1)); color = mix(color, shaded_island_color, step(island, -0.01)); } { float treesize = 0.01; vec2 treepos = uv - vec2(-15, 3) * treesize; float trunk = sdf_box(treepos - vec2(sin(uv.y * 30 - 1.5), 0) * treesize, treesize * vec2(0.2 + abs((uv.y - 0.03) * 5 - 0.3) * 0.3, 2.4), 0.003); vec3 shaded_trunk_color = dark_tree_trunk_color; color = mix(color, shaded_trunk_color, step(trunk, 0)); { vec2 leafpos = treepos - vec2(0.1, 3.1) * treesize; float leafs = sdf_box(leafpos - vec2(0), vec2(2.1, 1.6) * treesize, 1.4 * treesize); color = mix(color, srgb(0.0, 0.4, 0.0), step(leafs, 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 * 0.5) * vec2(1.0, aspect_ratio) / resolution; // vec3 color = antialiased_image(uv); vec3 color = image(uv); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }