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#version 430
layout(local_size_x = 1, local_size_y = 1) in;
precision highp float;
#include <utils>
#include <sdf>
#include <noise>
uniform float seconds = 0;
layout(rgba8) uniform writeonly image2D output_image;
uniform float antialiasing = 0.28;
uniform bool enable_antialiasing = false;
vec3 image(vec2 uv) {
vec2 resolution = vec2(imageSize(output_image).xy);
float aspect_ratio = resolution.y / resolution.x;
vec3 color = vec3(1);
vec2 p = uv + vec2(-0.99999, 0.75) * 0.25;
vec2 gap = vec2(0.5, aspect_ratio * 0.5);
vec2 id = round(p / gap);
p -= id * gap;
vec2 p1 = p;
float tilt = 0.72;
p1 *= mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
vec2 q1 = vec2(-1, 1);
vec2 q2 = vec2(0, 1);
vec2 q3 = vec2(-1, 0);
vec2 q4 = vec2(0, 0);
vec2 p1h = p1 - vec2(-0.03, -0.16);
float handle = sdf_box(p1h, vec2(0.02 + 0.004 * cos(p1h.y * 30 + 0.5), 0.06), 0.01);
vec2 p1b = p1h - vec2(0.0170, 0.288);
float blade = sdf_circle(p1b, 0.06);
blade = max(blade, -sdf_circle(p1b - vec2(0.05, -0.05), 0.05));
float offset = sin((p1b.y + 0.20) * 6) * 0.0138;
blade = min(blade, sdf_box(p1h - vec2(-offset, 0.18), vec2(0.018 + offset, 0.1), 0));
float hring = sdf_box(p1h - vec2(0, 0.07), vec2(0.018, 0.016), 0);
if (id == q1) {
const vec3 col_ring = srgb(0.11, 0.27, 0.57);
const vec3 col_blade = srgb(0.18, 0.54, 0.18);
const vec3 col_hand = srgb(0.65, 0.07, 0.21);
vec3 col_bg = vec3(0.6, 0.8, 0.6);
col_bg = mix(col_bg, vec3(0), 0.2 * fbm(p1 * 2000) * fbm(p1 * 800));
color = col_bg;
float crayonnoise = (fbm(p1 * 500) - 0.28) * (fbm((p1 - 0.2) * 90000) - 0.2);
float fillnoise = crayonnoise;
float strokenoise = 0.01 * crayonnoise - fbm(p1 * 26) * 0.006;
float scratchy = clamp(1.5 * fbm(p1 * 100) - (1 + sin(p1.y * 800)) / (1 - sin(p1.y * 800)), 0, 500);
color = mix(color, mix(col_blade, color, step(fillnoise, 0)), step(blade + 0.006 + 0.002 * (1 + fbm((p1 + 5) * 100)) * scratchy, 0));
color = mix(color, col_blade, step(abs(blade + strokenoise) - 0.002, 0));
color = mix(color, mix(col_hand, color, step(fillnoise, 0)), step(handle + 0.004 + 0.004 * scratchy, 0));
color = mix(color, col_hand, step(abs(handle + strokenoise) - 0.002, 0));
color = mix(color, col_bg, step(hring, 0));
color = mix(color, mix(col_ring, color, step(fillnoise, 0)), step(hring + 0.003 + 0.008 * scratchy, 0));
color = mix(color, col_ring, step(abs(hring + strokenoise) - 0.002, 0));
} else if (id == q2) {
const vec3 col_pencil = srgb(0.52, 0.52, 0.49);
const vec3 col_rule1 = srgb(0.16, 0.57, 0.69);
const vec3 col_rule2 = srgb(0.71, 0.53, 0.58);
vec3 col_bg = srgb(0.96, 0.86, 1);
float rulegap = 0.008;
float rulethic = 0.0005;
col_bg = mix(col_bg, col_rule1, 0.5 * step(abs(p.y + 0.001 - round(p.y / 0.04) * 0.04) - rulethic, 0));
col_bg = mix(col_bg, col_rule2, 0.5 * step(abs(p.y + 0.001 + rulegap - round((p.y + rulegap) / 0.04) * 0.04) - rulethic, 0));
col_bg = mix(col_bg, col_rule2, 0.5 * step(abs(p.y + 0.001 + rulegap * 2 - round((p.y + rulegap * 2) / 0.04) * 0.04) - rulethic, 0));
col_bg = mix(col_bg, col_rule1, 0.5 * step(abs(p.y + 0.001 + rulegap * 3 - round((p.y + rulegap * 3) / 0.04) * 0.04) - rulethic, 0));
color = col_bg;
{
vec2 fpp = (p - vec2(0.2, -0.1)) * 600;
fpp *= mat2x2(cos(0.3), -sin(0.3), sin(0.3), cos(0.3));
float bounds = smoothstep(9., 10., length(fpp * vec2(0.74, 0.55)));
float a = 0.;
vec2 h = vec2(floor(7.), 0.);
for (int i = 0; i < 50; i++) {
float s = sign(h.x);
h = fphash2(h) * vec2(15., 20.);
a += s * atan(fpp.x - h.x, fpp.y - h.y);
}
fpp += 20. * abs(fphash2(h));
a += atan(fpp.y, fpp.x);
float p = (1. - bounds) * 0.8;
float s = min(0.3, p);
float m = mod(length(fpp) + 0.319 * a, 2.);
float v = (1. - smoothstep(2. - s, 2., m)) * smoothstep(p, p + s, m);
color = mix(color, mix(color, srgb(0.47, 0.23, 0.58), 0.04), 1 - v);
}
float thicc = 0.001;
float strokenoise = fbm(p1 * 5000) * 0.002 - fbm(p1 * 20) * 0.006;
color = mix(color, col_pencil, step(abs(handle - strokenoise) - thicc, 0));
color = mix(color, col_pencil, step(abs(blade - strokenoise) - thicc, 0));
color = mix(color, col_bg, step(hring, 0));
float scribble = p1h.y - round(p1h.y / 0.005) * 0.005 - 0.001 * sin(p1h.x * 1000) + 0.0;
color = mix(color, col_pencil, step(abs(scribble) - thicc, 0) * step(hring, 0));
color = mix(color, col_pencil, step(abs(hring - strokenoise) - thicc, 0));
} else if (id == q3) {
const vec3 col_ink = srgb(0.24, 0.39, 0.84);
const vec3 col_rule = srgb(0.8);
vec3 col_bg = srgb(0.86, 0.86, 0.96);
float rule = p.y - round(p.y / 0.02) * 0.02 + 0.001;
col_bg = mix(col_bg, col_rule, step(abs(rule) - 0.0005, 0));
color = col_bg;
float thicc = 0.001;
color = mix(color, col_ink, step(abs(handle) - thicc, 0));
color = mix(color, col_ink, step(abs(blade) - thicc, 0));
color = mix(color, col_bg, step(hring, 0));
float scribble = sin(p.y * 2000);
color = mix(color, col_ink, step(hring, 0) * step(scribble, 0));
color = mix(color, col_ink, step(abs(hring) - thicc, 0));
} else if (id == q4) {
const vec3 col_handle = srgb(0.64, 0.53, 0.28);
const vec3 col_blade = srgb(0.06, 0.05, 0.04);
const vec3 col_bladeedge = srgb(0.52, 0.47, 0.41);
const vec3 col_bladerust = srgb(0.58, 0.24, 0.12);
const vec3 col_ring = srgb(0.77, 0.80, 0.76);
vec3 col_bg = srgb(0.9, 0.72, 0.70);
col_bg = mix(col_bg, vec3(0), 0.2 * fbm(p1 * 2000) * fbm(p1 * 800));
color = col_bg;
color = mix(color, mix(color, vec3(0), 0.2), 1 - smoothstep(-0.013, -0., min(min(blade, hring), handle) - 0.01));
vec3 col_hshadow = mix(col_handle, vec3(0), 0.5);
color = mix(color, col_handle, step(handle, 0));
color = mix(color, srgb(0.28, 0.11, 0.03), 0.1 * cos((p1.x + 0.06 * fbm(p1 * 5) - 0.004 * sin(p1.y * 50)) * 2000) * step(handle, 0));
color = mix(color, col_hshadow, smoothstep(-0.01, 0.02, handle) * step(handle, 0));
color = mix(color, col_hshadow, cos(p1.x * 80) * step(handle, 0));
color = mix(color, col_blade, step(blade, 0));
float tilt = -0.08;
vec2 circutp = p1 * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
float circut = sdf_box(circutp - vec2(0.04, -0.04), vec2(0.07, 0.2), 0.075);
color = mix(color, col_bladeedge, (1 - smoothstep(-0.02, 0.0, circut - 0.004 * fbm(circutp * 100))) * step(blade, 0));
color = mix(color, col_ring, step(hring, 0));
color = mix(color, mix(col_ring, vec3(0), 0.8), cos((p1.x) * 100) * step(hring, 0));
}
color = mix(color, mix(color, vec3(0), 0.2),
clamp(2 - smoothstep(-0.005, 0.005, abs(uv.x) - 0.001) - smoothstep(-0.005, 0.005, abs(uv.y) - 0.001), 0, 1));
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);
imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
}
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