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glut_1000.frag_2
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162 lines (135 loc) · 4.04 KB
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#version 130
// glut_1000_common.glsl
struct ColorTheme
{
vec3 colorX;
vec3 colorY;
vec3 colorZ;
vec3 diffuseColor;
vec3 specularColor;
vec3 lightDirection;
float specularPower;
float lightIntensity;
};
#define KERNEL_CONVOLUTION_SIZE_HIGH 6.0
#define uAntiAliasingLevel 4
#define uMouseAngle 5.0
#define uMouseFactor -0.2
#define uMouseScale 10.0
#define uRotationAngle 1.5
#define uRotationIntensity 0.4
#define uTimeStart 7.5
#define uThemeVariationSpeed 0.05
#define uNormalDirection 1.0
#define uBufferMove iChannel0
#define uBufferProp iChannel1
#define uBufferNorm iChannel2
#define uBufferTrail iChannel3
#define getMove(coord) texture(uBufferMove,(coord)/iResolution)
#define getProp(coord) texture(uBufferProp,(coord)/iResolution)
#define getNorm(coord) texture(uBufferNorm,(coord)/iResolution)
#define getTrail(coord) texture(uBufferTrail,(coord)/iResolution)
const int uKernelRadius = 6;
const float normKernRad = 3.0 / float(uKernelRadius);
const vec2 RESET_ACTION_CELL = vec2(0,0);
const vec2 DRAW_MODE_ACTION_CELL = vec2(1,0);
const vec2 THEME_MODE_ACTION_CELL = vec2(2,0);
const vec2 CURRENT_THEME_CELL = vec2(3,0);
const int KEY_RESET_VIEW = 32; // Space Key : Reset canvas and animation
const int KEY_DRAW_MODE = 68; // D key : switching between auto/free draw mode
const int KEY_THEME_MODE = 82; // R key : switching between auto/select theme mode
const int KEY_SWITCH_THEME = 84; // T key : switch all available themes
const int ThemesCount = 3;
const ColorTheme[] THEMES_ARRAY = ColorTheme[] (
ColorTheme(
vec3(0,1,0),
vec3(0,0,1),
vec3(1,1,1),
vec3(0.6,0.6,0),
vec3(0.3,0.6,0.8),
vec3(0.1,-1.0,0.5),
8.0,
0.6
),
ColorTheme(
vec3(1,1,1),
vec3(0,0.4,1),
vec3(0.6,0.9,1.0),
vec3(1.0,0.3,0.1),
vec3(0.3,0.6,0.8),
vec3(0.1,-1.0,0.5),
8.0,
0.6
),
ColorTheme(
vec3(0,1,0),
vec3(1,1,1),
vec3(1,1,1),
vec3(0.2,1.0,0.2),
vec3(0.3,0.6,0.8),
vec3(0.1,-1.0,0.5),
8.0,
0.6
)
);
bool isInside (vec2 p, vec2 c) { vec2 d = abs(p-0.5-c) - 0.5; return (-max(d.x,d.y) > 0.0); }
vec2
rotateVector (vec2 vector_, float angleInRadians)
{
float cosAngle = cos(angleInRadians);
float sinAngle = sin(angleInRadians);
return vec2(
vector_.x * cosAngle - vector_.y * sinAngle,
vector_.x * sinAngle + vector_.y * cosAngle
);
}
float
getGaussWeight (vec2 p, float k)
{
return exp(k-dot(p, p));
}
ColorTheme
mixColorTheme (ColorTheme a, ColorTheme b, float ratio)
{
ColorTheme ret;
ret.colorX = mix(a.colorX, b.colorX, vec3(ratio));
ret.colorY = mix(a.colorY, b.colorY, vec3(ratio));
ret.colorZ = mix(a.colorZ, b.colorZ, vec3(ratio));
ret.diffuseColor = mix(a.diffuseColor, b.diffuseColor, vec3(ratio));
ret.specularColor = mix(a.specularColor, b.specularColor, vec3(ratio));
ret.lightDirection = mix(a.lightDirection, b.lightDirection, vec3(ratio));
ret.specularPower = mix(a.specularPower, b.specularPower, ratio);
ret.lightIntensity = mix(a.lightIntensity, b.lightIntensity, ratio);
return ret;
}
float
getThemeMixingRatio (float time)
{
float lim = max(float(ThemesCount - 0), 1.0);
time = (time * uThemeVariationSpeed - lim * 3.14159 / 2.0) / lim;
return (sin(time) * 0.5 + 0.5) * lim;
}
// glut_1000_common.glsl
uniform vec2 iResolution;
uniform sampler2D iChannel0;
uniform sampler2D iChannel3;
void
main ()
{
vec2 g = gl_FragCoord.xy;
gl_FragColor = getTrail(g);
for(int i=-uKernelRadius; i<=uKernelRadius; ++i)
for(int j=-uKernelRadius; j<=uKernelRadius; ++j)
{
vec2 p = vec2(i,j);
vec2 off = p * normKernRad;
float len = length(p);
vec2 dir = vec2(0);
if(len != 0.0)
dir = p / len;
float weight = getGaussWeight(off, 0.0);
vec4 neighborState = getMove(g + p);
gl_FragColor.xy += (neighborState.x * 0.1 + neighborState.y * 0.5) * dir * weight;
}
gl_FragColor = clamp(gl_FragColor, -1.0, 1.0);
}