CPP-PPRasteriser/shaders/fragment.glsl

147 lines
4.3 KiB
GLSL

#version 410 core
#ifdef GL_ES
precision mediump float;
#endif
out vec4 FragColor; // Output to screen
uniform vec2 u_resolution; // <-- screen resolution from CPU
uniform float u_time; // <-- time from CPU
uniform float u_scale; // <-- scale from CPU
uniform vec2 u_mouse; // <-- mouse from CPU
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(
abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),
6.0) - 3.0) - 1.0,
0.0,
1.0
);
return c.z * mix(vec3(1.0), rgb, c.y);
}
vec3 getPaletteColor(float idx, float seed) {
float baseHue = fract(seed); // 0..1 base hue
float sat = 0.9;
float val = 0.9;
float hue = fract(baseHue + (idx * 0.33));
return hsv2rgb(vec3(hue, sat, val));
}
vec2 random(vec2 p) {
return normalize(vec2(
fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453),
fract(sin(dot(p, vec2(269.5, 183.3))) * 43758.5453)
) * 2.0 - 1.0);
}
float perlinNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 g00 = random(i + vec2(0.0,0.0));
vec2 g10 = random(i + vec2(1.0,0.0));
vec2 g01 = random(i + vec2(0.0,1.0));
vec2 g11 = random(i + vec2(1.0,1.0));
float n00 = dot(g00, f - vec2(0.0,0.0));
float n10 = dot(g10, f - vec2(1.0,0.0));
float n01 = dot(g01, f - vec2(0.0,1.0));
float n11 = dot(g11, f - vec2(1.0,1.0));
vec2 u = f*f*(3.0-2.0*f);
return mix(mix(n00, n10, u.x), mix(n01, n11, u.x), u.y);
}
mat2 rotate2d(float angle){
return mat2(cos(angle),-sin(angle),
sin(angle),cos(angle));
}
vec2 morphingSeed(float t, float interval) {
float phase = floor(t / interval);
float blend = fract(t / interval);
vec2 seedA = vec2(
sin(phase * 12.9898),
cos(phase * 78.233)
);
vec2 seedB = vec2(
sin((phase+1.0) * 12.9898),
cos((phase+1.0) * 78.233)
);
blend = smoothstep(0.0, 1.0, blend);
return mix(seedA, seedB, blend);
}
void main() {
vec2 st = gl_FragCoord.xy / u_resolution.xy; // Normalize coordinates
st.x *= u_resolution.x / u_resolution.y; // Correct aspect ratio
st -= 0.5; // Center coordinates
st += vec2(100.0,40.0);
st *= 2.05 * u_scale; // Zoom out
vec2 seed = morphingSeed(u_time, 10.0); // 10 second interval
vec2 pos = st; // 15 second interval
pos += vec2(0.3, 0.1) * u_time * 0.1;
float pre_noise = perlinNoise((pos) * 1.5); // N = [0..1]
// noise += 0.6 * perlinNoise(pos * 4.0);
pos += rotate2d(pre_noise) * pos * 0.2;
pos += u_time * 0.5;
float noise = perlinNoise(pos + seed * 2.0);
// noise = smoothstep(0.0, 1.0, noise); // Smooth the noise
// Normalize noise to [0..1]
noise = noise + 0.5;
vec3 color;
if (noise >= 0.85) {
color = getPaletteColor(u_time * 0.1, noise);
} else if (noise >= 0.75 ) {
color = getPaletteColor((u_time * 0.1) + 1.0, noise);
// Estimate gradient (2D normal)
vec2 eps = vec2(0.002, 0.0);
float n0 = perlinNoise(pos + seed * 2.0);
float nx = perlinNoise(pos + seed * 2.0 + eps.xy) - n0;
float ny = perlinNoise(pos + seed * 2.0 + eps.yx) - n0;
vec2 normal = normalize(vec2(nx, ny));
// View direction (from pixel to "camera")
vec2 viewDir = normalize(-st);
// Light direction (moves over time)
vec2 lightDir = normalize(vec2(cos(u_time * 0.2), sin(u_time * 0.3)));
// Fresnel term (stronger highlight at grazing angles)
float fresnel = pow(1.0 - max(dot(viewDir, normal), 0.0), 3.0);
// Specular component
float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
// Combine Fresnel + spec
float gloss = fresnel + 0.6 * spec;
// Stronger at edges (transition zone of blob)
float edge = smoothstep(0.8, 0.9, noise) * (1.0 - smoothstep(0.9, 1.0, noise));
gloss *= edge * 2.0;
// Add colored glossy highlight (slightly bluish tint)
color += gloss * vec3(0.8, 0.9, 1.0);
} else {
color = vec3(0.0);
}
// Denoise edges -> "Insane look-alike effect"
// color = mix(color, vec3(0.0), smoothstep(0.0, 0.02, abs(noise - 0.9)));
FragColor = vec4(color, 1.0);
}