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

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

uniform float seconds = 0;
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 digit(in vec2 uv, in int dig, in float size) {
  vec2 p = uv * 5000 / size;
  float digitSize = imageSize(text_texture).x / 10.;
  float digitOffset = digitSize * dig;
  p.x = clamp(p.x + digitOffset, digitOffset, digitOffset + digitSize);
  vec4 s = imageLoad(text_texture, ivec2(p));
  return s.w;
}

float leaf_veins(in vec2 p) {
  float root = abs(p.y) - 0.022 * (1.0 - 0.7 * p.x);
  p.y = abs(p.y) - p.x;
  p.y = abs(p.y) - 0.20 * (p.x + 1.0);
  p.y = abs(p.y) - 0.11 * (p.x + 0.6);
  float veins = abs(p.y) - 0.022 * (1.0 - 0.9 * p.x);
  return min(root, veins);
}

vec3 image(vec2 uv) {
  const vec3 wall_color = srgb(0.70, 0.78, 0.64);
  const vec3 clock_hands_color = srgb(0.1, 0.2, 0.1);
  const vec3 vase_color = srgb(0.31, 0.22, 0.21);
  const vec3 vase_pat_color = mix(vase_color, vec3(0), 0.6);
  const vec3 floor_color = srgb(0.21, 0.218, 0.21);
  const vec3 petal_color = srgb(0.82, 0.36, 0.40);
  const vec3 pistal_color = srgb(0.63, 0.60, 0.33);
  const vec3 stem_color = srgb(0.18, 0.45, 0.22);
  const vec3 leaf_color = srgb(0.18, 0.45, 0.22);
  const vec3 frame_color = srgb(0.43, 0.30, 0.25);
  const vec3 dried_flower_color = srgb(0.34, 0.20, 0.0);

  vec3 color = wall_color;
  color = mix(color, mix(wall_color, vec3(0), 0.2), step(fbm(uv * 800), 0.24));
  vec2 patp = uv * vec2(1, 1.5);
  vec3 shaded_floor_color = mix(floor_color,
      mix(floor_color, vec3(1), 0.1),
      clamp(fbm(100 * patp * fbm(10 * patp)) - 0.6, 0, 1));
  color = mix(color, shaded_floor_color, step(uv.y, -0.16));

  {
    const vec3 c1color = vec3(0.98, 0.66, 0.15);
    const vec3 c2color = vec3(0.26, 0.63, 0.28);
    const vec3 c3color = vec3(0.78, 0.16, 0.16);
    const vec3 c4color = vec3(0.13, 0.37, 0.60);

    vec2 framep = uv - vec2(-0.36, 0.26);
    float frame = sdf_box(framep, vec2(0.1), 0.006);
    color = mix(color, vec3(0), 1 - smoothstep(-0.01, 0.01, frame));
    color = mix(color, mix(frame_color, vec3(0), 0.4), step(frame, 0));
    color = mix(color, frame_color, step(frame + 0.007, 0));
    color = mix(color, mix(frame_color, vec3(0), 0.4), step(frame + 0.025, 0));
    float padd = sdf_box(framep, vec2(0.07), 0);
    float framecut = max(frame, -padd - 0.02);
    color = mix(color, vec3(0.8), step(padd, 0));
    color = mix(color, c1color, step(padd, -0.02));
    {
      vec2 p = framep * 30;
      float theta = atan(p.y, p.x);
      float art = (p.y / sin(theta)) - sin(2 * theta);
      float art2 = (p.y / sin(theta)) - 1.6 * sin(6 * theta);
      color = mix(color, c2color, (1 - step(framecut, 0)) * step(art2, 0));
      color = mix(color, c2color, (1 - step(framecut, 0)) * step(art, 1.4));
      color = mix(color, c4color, (1 - step(framecut, 0)) * step(art, 0.8));
      color = mix(color, c3color, (1 - step(framecut, 0)) * step(art, 0.4));
      color = mix(color, c1color, (1 - step(framecut, 0)) * step(art, 0));
    }
  }

  { // clok
    vec2 clockp = uv - vec2(0.3, 0.26);
    float clock = sdf_circle(clockp, 0.06);
    color = mix(color, vec3(0), 1 - smoothstep(-0.05, 0.05, clock));
    color = mix(color, srgb(0.34), step(clock, 0.02));
    color = mix(color, srgb(0.28), step(clock, 0.004));
    color = mix(color, vec3(1), step(clock, 0));

    {
      vec2 digitp = clockp - vec2(0.0064, 0.022);
      float r = 0.046;
      float digit_size = 0.44;
      float angle = PI / 6.;
      for (int i = 0; i < 12; i++) {
        vec2 digitpos = digitp + vec2(0.011, 0.036) - r * vec2(cos(-i * angle + PI / 3), sin(-i * angle + PI / 3));
        float s = 0;
        if (i + 1 >= 10) {
          s = digit(digitpos + vec2(0.0034, 0), 1, digit_size);
          digitpos.x -= 0.0034;
        }
        s = max(s, digit(digitpos, (i + 1) % 10, digit_size));
        color = mix(color, mix(vec3(0), color, 0.4), s);
      }
    }

    {
      float theta = -PI - PI / 6;
      vec2 hhp = clockp;
      hhp *= mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
      float handh = sdf_box(hhp - vec2(0.013, 0), vec2(0.012, 0.0024), 0.006);
      color = mix(color, clock_hands_color, step(handh, 0));
    }
    {
      float theta = -PI / 2;
      vec2 hmp = clockp;
      hmp *= mat2x2(cos(theta), -sin(theta), sin(theta), cos(theta));
      float handm = sdf_box(hmp - vec2(0.016, 0), vec2(0.020, 0.0013), 0.0018);
      color = mix(color, clock_hands_color, step(handm, 0));
    }
    color = mix(color, clock_hands_color, step(sdf_circle(clockp, 0.004), 0));
  }

  vec2 vasep = uv - vec2(0.0, -0.18);
  float vase_shadow = sdf_circle((vasep + vec2(0.05, 0.176)) * vec2(0.2, 1) / 0.2, 0.062);
  color = mix(color, srgb(0.16), 1 - smoothstep(-0.01, 0.1, vase_shadow));
  vec2 vase_openingp = vasep - vec2(0, 0.176);
  float vase_opening_pad = 0.01;
  float vase = sdf_box(vasep, vec2(0.08 + 0.02 * sin(23 * vasep.y + 1.9), 0.18), 0.01);
  float vase_opening = sdf_circle(vase_openingp * vec2(0.2, 1) / 0.2, 0.07);
  vase = min(vase, vase_opening);
  float vase_base = sdf_circle((vasep + vec2(0, 0.176)) * vec2(0.2, 1) / 0.2, 0.062);
  vase = min(vase, vase_base);
  color = mix(color, vase_color, step(vase, 0));

  float vase_opening_cut = max(-vase_opening - vase_opening_pad, vase_openingp.y);

  { // vase
    vec2 patp = vasep - vec2(0, 0.11);
    float gap = 0.12;
    float id = round(patp.y / gap);
    patp.y -= gap * id;
    patp = patp - vec2(0, 0.16 * abs(sin(vasep.x)));
    float fun = cos(patp.x * 200) / 180.;
    float thicc = 0.0018;
    float pat = min(abs(patp.y - fun) - thicc, abs(-patp.y - fun) - thicc);
    color = mix(color, vase_pat_color, step(vase, 0) * step(min(pat, sdf_circle(patp, 0.002)), 0));
    color = mix(color, mix(vase_color, vec3(0), 0.4), step(vase_opening, -vase_opening_pad));
    color = mix(color, mix(color, vec3(0), 0.5), step(vase, 0) * (1 - smoothstep(0.08, 0.17, sdf_circle(vasep + vec2(0.13, 0.09), 0.01))));
  }

  { // flower
    vec2 p = uv - vec2(-0.01, 0.07);
    { // stem
      vec2 sp1 = p;
      vec2 sp2 = vasep - vec2(2.0, 0);
      float theta = -atan(sp2.y - sp1.y, sp2.x - sp1.x);
      float stem = p.y - theta * p.x + 0.01;
      color = mix(color, stem_color, (1 - step(vase_opening_cut, 0)) * step(max(-sp1.x, sp2.x - 0.06), 0) * step(abs(stem) - 0.006, 0));
    }
    vec2 fp1 = p * 20;
    float tilt = 1.4;
    vec2 fp2 = fp1 * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
    float theta1 = atan(fp1.y, fp1.x);
    float theta2 = atan(fp2.y, fp2.x);
    float r1 = max(fp1.y / sin(theta1), fp1.x / cos(theta1)); // to remove artifacts from r = inf
    float r2 = max(fp2.y / sin(theta2), fp2.x / cos(theta2));
    float petals = min(r2 - sin(6 * theta2), r1 - sin(6 * theta1));
    color = mix(color, mix(petal_color, dried_flower_color, 0.5), step(min(petals, 1.3 * r1 - sin(12 * theta1)), 0));
    color = mix(color, mix(petal_color, vec3(0), 0.6), step(petals + 0.4, 0));
    float pistal = sdf_circle(fp1, 0.14);
    vec3 piscolor = pistal_color;
    piscolor = mix(piscolor, vec3(0), smoothstep(-0.14, 0.1, pistal));
    color = mix(color, piscolor, step(pistal, 0));
  }

  { // flower
    vec2 p = uv - vec2(-0.10, 0.095);
    { // stem
      vec2 sp1 = p;
      vec2 sp2 = vasep;
      float theta = -atan(sp2.y - sp1.y, sp2.x - sp1.x);
      float stem = p.y - theta * (p.x) + 0.08 * sin(p.y * 16);
      color = mix(color, stem_color, (1 - step(vase_opening_cut, 0)) * step(max(-sp1.x, sp2.x - 0.06), 0) * step(abs(stem) - 0.006, 0));
    }
    vec2 fp1 = p * 20;
    float tilt = 1.4;
    vec2 fp2 = fp1 * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
    float theta1 = atan(fp1.y, fp1.x);
    float theta2 = atan(fp2.y, fp2.x);
    float r1 = max(fp1.y / sin(theta1), fp1.x / cos(theta1)); // to remove artifacts from r = inf
    float r2 = max(fp2.y / sin(theta2), fp2.x / cos(theta2));
    float petals = min(r2 - sin(6 * theta2), r1 - sin(6 * theta1));
    color = mix(color, petal_color, step(min(petals, 1.3 * r1 - sin(12 * theta1)), 0));
    color = mix(color, mix(petal_color, vec3(0), 0.5), step(petals + 0.4, 0));
    float pistal = sdf_circle(fp1, 0.14);
    vec3 piscolor = pistal_color;
    piscolor = mix(piscolor, vec3(0), smoothstep(-0.14, 0.1, pistal));
    color = mix(color, piscolor, step(pistal, 0));
    { // leaf
      vec2 leafp = p - vec2(0.13, -0.01);
      float tilt = 2.8;
      leafp *= mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
      float leafveins = leaf_veins(-leafp * 20 + vec2(1.4, 0));
      leafp.x = clamp(leafp.x, 0, 0.1);
      float leaf = abs(leafp.y) - sin(32 * leafp.x) * sin(0.4 * leafp.x);
      color = mix(color, leaf_color, step(leaf + 0.01, 0));
      color = mix(color, mix(leaf_color, vec3(0), 0.2), step(leaf + 0.01, 0) * step(leafveins, 0));
    }
  }

  { // flower
    vec2 p = uv - vec2(-0.13, 0.04);
    { // stem
      vec2 sp1 = p;
      vec2 sp2 = vasep;
      float theta = -atan(sp2.y - sp1.y, sp2.x - sp1.x);
      vec2 pt = p + vec2(0.05, 0.009);
      float stem = pt.y - theta * (pt.x) + 0.09 * cos(pt.x * 26) - 0.14;
      color = mix(color, stem_color, (1 - step(vase_opening_cut, 0)) * step(max(-sp1.x, sp2.x - 0.01), 0) * step(abs(stem) - 0.0024, 0));
    }
    vec2 fp = p * 20;
    float tilt = 1.4;
    vec2 fp1 = fp * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
    float theta = atan(fp.y, fp.x);
    float r = fp.x / cos(theta);
    theta = clamp(theta + PI, 0, PI);
    float theta1 = atan(fp1.y, fp1.x);
    float r1 = fp1.x / cos(theta1);
    theta1 = clamp(theta1 + PI, PI / 4, 5 * PI / 4);
    float petals = r - sin(6 * theta);
    petals = min(petals, r1 - sin(6 * theta1));
    petals = min(petals, 1.3 * r - sin(12 * clamp(theta, 0, PI / 2 + PI / 4)));
    color = mix(color, mix(petal_color, vec3(0), -petals * 0.8), step(petals, 0));
    {
      vec2 budp = p + vec2(0.006, 0.006);
      float tilt = 0.4;
      budp *= mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
      float bud = max(-(budp.y - (0.003) * abs(-sin(budp.x * 500) + sin(budp.x * 600))),
          sdf_circle(budp + vec2(0, 0.0078), 0.020));
      color = mix(color, stem_color, step(bud, 0));
    }
  }

  { // flower
    vec2 p = uv - vec2(-0.036, 0.);
    vec2 fp = p * 20;
    float tilt = 1.4;
    vec2 fp1 = fp * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
    float theta = atan(fp.y, fp.x);
    float theta1 = atan(fp1.y, fp1.x);
    float petals = min(fp1.x / cos(theta1) - sin(6 * theta1), fp.x / cos(theta) - sin(6 * theta));
    color = mix(color, petal_color, step(min(petals, 1.3 * fp.x / cos(theta) - sin(12 * theta)), 0));
    color = mix(color, mix(petal_color, vec3(0), 0.5), step(petals + 0.4, 0));
    float pistal = sdf_circle(fp, 0.14);
    vec3 piscolor = pistal_color;
    piscolor = mix(piscolor, vec3(0), smoothstep(-0.14, 0.1, pistal));
    color = mix(color, piscolor, step(pistal, 0));
  }

  { // dead flower
    vec2 p = uv - vec2(0.11, 0.00);
    { // stem
      vec2 sp1 = p;
      vec2 sp2 = vasep;
      float theta = atan(sp2.y - sp1.y, sp2.x - sp1.x);
      float stem = p.y - 0.02 - theta * (p.x) + 0.08 * sin(p.x * 28 + 0.3);
      vec3 dried_stem_color = srgb(0.36, 0.32, 0.0);
      dried_stem_color = mix(dried_stem_color, vec3(0), fbm(p * 100));
      color = mix(color, dried_stem_color, (1 - step(vase_opening_cut, 0)) * step(min(sp1.x, sp2.x), 0) * step(abs(stem) - 0.003, 0));
    }
    vec2 fp = p * 20 + vec2(0, (p.y - 0.1) * fbm(p + 1));
    float tilt = 1.4;
    vec2 fp1 = fp * mat2x2(cos(tilt), -sin(tilt), sin(tilt), cos(tilt));
    float theta = atan(fp.y, fp.x);
    float theta1 = atan(fp1.y, fp1.x);
    float petals = min(
        fp1.x / cos(theta1) - sin(6 * theta1),
        fp.x / cos(theta) - sin(6 * theta));
    vec3 dried_flower_color = dried_flower_color;
    dried_flower_color = mix(dried_flower_color, vec3(0), fbm(p * 100));
    dried_flower_color = mix(dried_flower_color, color, step(fbm((p + vec2(0.8, 0.804)) * 20) - 0.3, 0));
    color = mix(color, dried_flower_color, step(min(petals, 1.3 * fp.x / cos(theta) - sin(12 * theta)), 0));
    color = mix(color, mix(dried_flower_color, vec3(0), 0.5), step(petals + 0.4, 0));
    float pistal = sdf_circle(fp, 0.14);
    vec3 piscolor = pistal_color;
    piscolor = mix(piscolor, vec3(0), smoothstep(-0.14, 0.1, pistal));
    color = mix(color, piscolor, step(pistal, 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));
}