#version 430 layout(local_size_x = 1, local_size_y = 1) in; uniform float seconds = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform readonly image2D subtexture; layout(rgba8) uniform writeonly image2D output_image; uniform float flow_field[400]; uniform vec2 particles[100]; uniform int particles_count; float sample_noise(in vec2 p) { vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); return noise.x; } float gen_pattern(in vec2 p, out vec3 coloring_factor, out vec3 coloring_factor2) { float s1 = sample_noise(p + sample_noise(p) * vec2(0.5, 0.1)); float s2 = sample_noise(p + sample_noise(p) * vec2(0.8, 0.4)); float s3 = sample_noise(p + sample_noise(p)); coloring_factor = vec3(0.204, 0.11, 0.01) * vec3(s1 * s2, 0.3 * s3, 0.3 * s3); coloring_factor2 = vec3(0.4, 0.3 * s3, 0.3 * s3); return sample_noise(p + s2 * s1 * s3); } vec3 srgb(in float r, in float g, in float b) { return vec3(pow(r, 2.2), pow(g, 2.2), pow(b, 2.2)); } void main() { vec2 uv = vec2(gl_GlobalInvocationID.xy) / imageSize(output_image).xy; // vec3 coloring_factor; // vec3 coloring_factor2; // float v = gen_pattern(uv, coloring_factor, coloring_factor2); // coloring_factor = srgb(0.941, 0.827, 0.706); // coloring_factor2 = srgb(0.204, 0.11, 0.01); // coloring_factor2 = srgb(0.204, 0.11, 0.01); // coloring_factor2 = srgb(0.104, 0.06, 0.00); // vec3 color = mix(coloring_factor, coloring_factor2, clamp(v, 0., 1.)); ivec2 grid = ivec2(20, 20); vec2 p = uv * grid; int ffidx = int(p.x) + int(p.y) * grid.y; float cell = flow_field[ffidx]; // vec3 color = vec3(ffidx/400.); vec3 color = vec3(cell); // subtexture for (int i = 0; i < particles_count; i++) { vec2 p = particles[i]; if (length(uv - p) - 0.01 <= 0) { color = vec3(1, 0, 0); } } // color = imageLoad(noise_texture, ivec2(uv * imageSize(output_image).xy)).xyz; imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }