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path: root/src/main/resources/shaders/trtrfr.glsl
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#version 430
layout(local_size_x = 8, local_size_y = 8) in;
precision highp float;

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

uniform float seconds = 0;
layout(rgba8) uniform writeonly image2D output_image;

uniform float antialiasing = 0.28;
uniform bool enable_antialiasing = false;

const int MAX_ITERATIONS = 2000;
const float INF_GAP = 10000.0;

vec3 col_pink1 = srgb(0.98, 0.27, 0.47);
vec3 col_pink2 = srgb(0.88, 0.22, 0.32);
vec3 col_yellow1 = srgb(0.90, 0.69, 0.18);
vec3 col_violet1 = srgb(0.26, 0.11, 0.52);
vec3 col_green1 = srgb(0.19, 0.29, 0.16);
vec3 col_green2 = srgb(0.05, 0.15, 0.02);
vec3 col_wingpat = vec3(0.01);
vec3 col_mothbody = col_wingpat;
vec3 col_bg = vec3(0);

vec3 image(vec2 uv) {
  vec3 color = col_bg;

  vec2 c = (uv - vec2(0, 0.20)) * 6;
  c = vec2(c.y, c.x);
  vec2 z = vec2(0);
  vec2 last_z;
  int iter;
  float last_dist;
  for (iter = 0; iter <= MAX_ITERATIONS; iter++) {
    last_z = z;
    z = csin(ccos(z)) - ctan(z) + c;
    last_dist = length(z - last_z);
    if (last_dist >= INF_GAP) break;
  }
  float f = float(iter) / float(MAX_ITERATIONS);

  // Pat
  vec2 p = (uv - vec2(0, -0.012)) * vec2(23, 72);
  float buttpat = sin(-abs(p.x) - 5) * sin(abs(p.y)) - sin((abs(p.x) - 6) * p.y);
  color = mix(color, col_wingpat, (smoothstep(-1.0, 1.0, buttpat - 0.05)) * step(last_dist, 0.0000002));
  color = mix(color, col_mothbody, (1 - step(last_dist, 0.0000016)) * step(last_dist, 0.05));
  float headcut = sdf_circle(uv - vec2(0, 0.146), 0.092);
  float band = last_dist - round(last_dist / 0.4) * 0.4 + 0.22 * fbm(vec2(abs(uv.x), uv.y) * 100) + 0.15 * fbm(vec2(abs(uv.x), uv.y) * 400) - 0.12;
  color = mix(color, mix(col_wingpat, vec3(0), 0.4), step(headcut, 0) * (1 - step(band, 0.1)) * smoothstep(-0.38, 0.38, band));

  float gap = 0.504;
  vec2 eyesp = uv - vec2(gap / 2., 0.093);
  eyesp.x -= round(eyesp.x / gap) * gap;

  float eyes = sdf_circle(eyesp, 0.0072);
  color = mix(color, mix(col_wingpat, col_bg, 0.2), step(abs(eyes) - 0.004, 0) * step(last_dist, 0.0000002));

  // Floral
  color = mix(color, col_green2, (1 - step(last_dist, INF_GAP)));
  color = mix(color, col_yellow1, step(f, 1.0));
  color = mix(color, col_pink2, step(f, 0.2));
  color = mix(color, col_yellow1, step(f, 0.016));
  color = mix(color, col_violet1, step(f, 0.0059999));
  color = mix(color, col_pink2, step(f, 0.0024));
  color = mix(color, col_green1, step(f, 0.0018));

  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);
  if (gl_GlobalInvocationID.x >= resolution.x || gl_GlobalInvocationID.y >= resolution.y) return;

  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);
  color = color_warmth(color, 1);

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