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#version 430
layout(local_size_x = 1, local_size_y = 1) in;
#include <utils>
uniform float seconds = 0;
layout(rgba8) uniform readonly image2D noise_texture;
layout(rgba8) uniform writeonly image2D output_image;
uniform float antialiasing = 0.28;
uniform bool enable_antialiasing = true;
float sample_noise(in vec2 p) {
vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture)));
return noise.x;
}
vec3 image(vec2 uv) {
const vec3 bg_color = srgb(0.16, 0.16, 0.21);
const vec3 color1 = srgb(0.09, 0.57, 0.6);
const vec3 color2 = srgb(0.31, 0.23, 0.64);
const vec3 color3 = srgb(0.82, 0.06, 0.22);
float duration = 10.0;
float t = mod(seconds, duration) - duration / 2;
t *= 0.5;
vec3 color = bg_color;
vec2 p = uv * 11.6;
float v = 1 - (sin(p.x * p.x) - sin(p.y * p.y) - sin(t * p.x * p.y));
color = mix(color, color1, step(v, 1.4));
color = mix(color, color2, step(v, 1.1));
color = mix(color, color3, step(v, 0.84));
color = mix(color, color2, step(v, 0.6));
color = mix(color, color1, step(v, 0.3));
color = mix(color, bg_color, step(v, 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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