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path: root/src/main/resources/shaders/time.glsl
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#version 430
layout(local_size_x = 1, local_size_y = 1) in;

#include <sdf>
#include <utils>
#include <noise>

#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 blink_easing(in float x) {
  return x < 0.5 ? 8 * x * x * x * x : 1 - pow(-2 * x + 2, 4) / 2;
}

float digit(in vec2 uv, in int digit, in float size) {
  vec2 p = uv * 5000 / size;
  float digitSize = imageSize(text_texture).x / 10.;
  float digitOffset = digitSize * digit;
  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, 1, 1);
  const vec3 iris_color = srgb(0.2, 0.1, 0.1);
  const vec3 pupil_color = srgb(0, 0, 0);
  const vec3 skin_color = srgb(0.14, 0.03, 0.14);
  // const vec3 skin_color = mix(srgb(0.94, 0.75, 0.65), vec3(0), 0.9);
  const vec3 bloodvessel_color = srgb(0.89, 0.12, 0.06);
  const vec3 clockdigit_color = mix(bloodvessel_color, vec3(0), 0.1);

  vec3 color = bloodvessel_color;

  {
    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)) + 0.98;
    eyeball_color = mix(eyeball_color, bloodvessel_color, mix(0, step(veins, 0), clamp(sample_noise(uv) - 0.1, 0, 1)));
    eyeball_color = mix(eyeball_color, vec3(0), (0.2 - uv.x) * (1.3 - uv.y));
    color = mix(color, eyeball_color, step(eye, 0));
  }

  {
    float iris = sdf_circle(uv, 0.144);
    color = mix(color, iris_color, step(iris, 0));
    float angle = 50 * (atan(uv.y, uv.x)) + 10.0 * fbm(uv * 100);
    float irispat = max(iris, sin(angle));
    color = mix(color, vec3(0), 0.6 * step(irispat, 0));
  }

  {
    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, vec3(1), step(iris_spec, 0));
  }
  {
    float angle = PI / 2 - minutes * PI / 30;
    vec2 offset = 0.148 * vec2(cos(angle), sin(angle));
    float iris_spec = sdf_circle(uv - offset, 0.005);
    color = mix(color, iris_color, step(iris_spec, 0));
  }

  {
    float pupil = sdf_circle(uv, 0.04);
    color = mix(color, pupil_color, step(pupil, 0));
  }

  {
    // TODO: Switch to domain repetition
    for (int i = 0; i < 12; i++) {
      float theta = PI / 6.;
      float r = 0.17;
      vec2 digitpos = uv + vec2(0.011, 0.034) - r * vec2(cos(-i * theta + PI / 3), sin(-i * theta + 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 eyehole_factor = 0.136;
  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 = blink_easing(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;
    float eyehole = eyehole_factor * cos((eyelid_size / 1.16) * eyep.x / 2 * PI) - abs(eyep.y) + eyehole_factor;
    vec3 eyelid_color = skin_color;
    vec3 patterning = mix(srgb(1, 0, 0), srgb(1, 0.46, 0), pow(sin(eyep.x * 16 + 100 * fbm(vec3(uv * 10, time / 20), 3)), 2));
    float patnoise = smoothstep(-eyelid, 0, 0.028 * fbm(uv * 100));
    eyelid_color = mix(eyelid_color, patterning, 1 - clamp(patnoise, 0, 1));
    eyelid_color = mix(eyelid_color, vec3(0), 1 - step(eyelid + 0.004, 0));
    color = mix(color, eyelid_color, 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);

  imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
}