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| author | Alexander M Pickering <alex@cogarr.net> | 2025-01-25 20:40:09 -0600 |
|---|---|---|
| committer | Alexander M Pickering <alex@cogarr.net> | 2025-01-25 20:40:09 -0600 |
| commit | b174b8c00026253fd40ec262e430b0bb764e31ea (patch) | |
| tree | 173d294b98fe14727aef9cd42542f41a940f5ffa /src/shaders | |
| parent | 89a8f94ac0206412c1a2d7b8766d97dbdbd36253 (diff) | |
| download | ggj25-b174b8c00026253fd40ec262e430b0bb764e31ea.tar.gz ggj25-b174b8c00026253fd40ec262e430b0bb764e31ea.tar.bz2 ggj25-b174b8c00026253fd40ec262e430b0bb764e31ea.zip | |
work
Diffstat (limited to 'src/shaders')
| -rw-r--r-- | src/shaders/lake.frag | 92 | ||||
| -rw-r--r-- | src/shaders/land.frag | 72 | ||||
| -rw-r--r-- | src/shaders/land.vert | 16 | ||||
| -rw-r--r-- | src/shaders/stars.frag | 5 | ||||
| -rw-r--r-- | src/shaders/stars.lua | 77 | ||||
| -rw-r--r-- | src/shaders/stars.vert | 30 |
6 files changed, 238 insertions, 54 deletions
diff --git a/src/shaders/lake.frag b/src/shaders/lake.frag index d45917e..c1c23f0 100644 --- a/src/shaders/lake.frag +++ b/src/shaders/lake.frag @@ -1,5 +1,93 @@ precision mediump float; -uniform vec4 color; +uniform vec4 black; +uniform vec4 outline; +uniform vec4 highlight; +uniform vec4 foreground; +uniform vec4 midground; +uniform vec4 shadow; +uniform vec4 background; +uniform vec4 lamp1; //vec3 position, float strength +uniform vec4 lamp2; +uniform vec4 lamp3; // max 3 lamps per shaded vertex +uniform vec4 lamp4; +uniform vec4 lamp5; +uniform vec4 lamp6; +uniform vec4 lamp7; +uniform vec4 lamp8; +uniform float streamer; // turn off the noise in the light +uniform float time; //used for noise +uniform sampler2D atlas; +uniform sampler2D previous; +uniform float nlamps; +varying vec2 worldxy; +varying vec2 norm; + +// Author @patriciogv - 2015 +float random (vec2 st) { + return fract( + sin( + dot(st.xy,vec2(12.9898,78.233)) + ) * + 43758.5453123 + ); +} + +// stolen from https://www.shadertoy.com/view/Msf3WH +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + float m = step(a.y,a.x); + vec2 o = vec2(m,1.0-m); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,random(i+0.0)), dot(b,random(i+o)), dot(c,random(i+1.0))); + return dot( n, vec3(70.0) ); +} + void main() { - gl_FragColor = color; + vec4 coord = gl_FragCoord + vec4(worldxy * 256., 0, 0); + /* + coord.x -= worldxy.x; + coord.y -= worldxy.y; + */ + //coord = coord / 1000.; + // calculate color at this pixel + vec4 normal = texture2D(atlas, norm); + float color = 0.; + vec4 lamp1_norm = lamp1 * 256.; + color += lamp1_norm.w - distance(lamp1_norm.xy - worldxy, coord.xy); + color = max(color,(lamp2.w * 256.) - distance((lamp2.xy * 256.) - worldxy, coord.xy)); + color = max(color,(lamp3.w * 256.) - distance((lamp3.xy * 256.) - worldxy, coord.xy)); + // divide to get a normalized color + //color /= (256. * max(max(lamp1.w, lamp2.w), lamp3.w)); + color /= 256. * 5.; + //color = sqrt(color / 2046.); + // Sett the normal texture under our lamplight + color = dot(vec4(color),normal) / 1.; + // make the colors fuzzy near the border (or don't if we're streaming) + float rng = random(vec2(coord.x, coord.y) + vec2(color, time)); + color -= (pow(rng / 1.3, 10. * color)) * streamer; + // add noise to the water + /* */ + if(color > 1.) + gl_FragColor = highlight * normal.a; + else if(color > 0.8) + gl_FragColor = foreground * normal.a; + else if(color > 0.6) + gl_FragColor = midground * normal.a; + else if(color > 0.4) + gl_FragColor = background * normal.a; + else if(color > 0.2) + gl_FragColor = shadow * normal.a; + else + gl_FragColor = black * normal.a; + /* + gl_FragColor = normal* vec4(color , color, color,1.); + */ + //gl_FragColor = normal* vec4(color , color / 10., color / 1024.,1.); } diff --git a/src/shaders/land.frag b/src/shaders/land.frag index 3c23990..1eb8d93 100644 --- a/src/shaders/land.frag +++ b/src/shaders/land.frag @@ -9,8 +9,18 @@ uniform vec4 background; uniform vec4 lamp1; //vec3 position, float strength uniform vec4 lamp2; uniform vec4 lamp3; // max 3 lamps per shaded vertex +uniform vec4 lamp4; +uniform vec4 lamp5; +uniform vec4 lamp6; +uniform vec4 lamp7; +uniform vec4 lamp8; +uniform float streamer; // turn off the noise in the light +uniform float time; //used for noise +uniform sampler2D atlas; +uniform float nlamps; +uniform float water; varying vec2 worldxy; -varying mat4 pre; +varying vec2 norm; // Author @patriciogv - 2015 float random (vec2 st) { @@ -22,6 +32,28 @@ float random (vec2 st) { ); } +// stolen from https://www.shadertoy.com/view/Msf3WH +vec2 hash( vec2 p ) // replace this by something better +{ + p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + float m = step(a.y,a.x); + vec2 o = vec2(m,1.0-m); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + void main() { vec4 coord = gl_FragCoord + vec4(worldxy * 256., 0, 0); /* @@ -29,22 +61,40 @@ void main() { coord.y -= worldxy.y; */ //coord = coord / 1000.; + // calculate color at this pixel + vec4 normal = texture2D(atlas, norm); float color = 0.; - vec2 lamppos = (lamp1.xy * 256.) - (worldxy * 1.); - color += (lamp1.w * 256.) - distance((lamp1.xy * 256.) - worldxy, coord.xy); - /* + vec4 lamp1_norm = lamp1 * 256.; + color += lamp1_norm.w - distance(lamp1_norm.xy - worldxy, coord.xy); + color = max(color,(lamp2.w * 256.) - distance((lamp2.xy * 256.) - worldxy, coord.xy)); + color = max(color,(lamp3.w * 256.) - distance((lamp3.xy * 256.) - worldxy, coord.xy)); + // divide to get a normalized color + //color /= (256. * max(max(lamp1.w, lamp2.w), lamp3.w)); + color /= 256. * 5.; + //color = sqrt(color / 2046.); + // see the normal texture under the color + color = dot(vec4(color),normal) / 1.; + // make the colors fuzzy near the border (or don't if we're streaming) + float rng = random(vec2(coord.x, coord.y) + vec2(color, time)); + color -= (pow(rng / 1.3, 10. * color)) * streamer; + // add noise to water + if(water > 1.) + color += (noise(coord.xy + vec2(time, time)) - 0.0) * 0.1; + /* */ if(color > 1.) - gl_FragColor = highlight; + gl_FragColor = highlight * normal.a; else if(color > 0.8) - gl_FragColor = foreground; + gl_FragColor = foreground * normal.a; else if(color > 0.6) - gl_FragColor = midground; + gl_FragColor = midground * normal.a; else if(color > 0.4) - gl_FragColor = background; + gl_FragColor = background * normal.a; else if(color > 0.2) - gl_FragColor = shadow; + gl_FragColor = shadow * normal.a; else - gl_FragColor = black; + gl_FragColor = black * normal.a; + /* + gl_FragColor = normal* vec4(color , color, color,1.); */ - gl_FragColor = vec4(color / (256. * lamp1.w), color / (256. * lamp1.w), color / (256. * lamp1.w),1.); + //gl_FragColor = normal* vec4(color , color / 10., color / 1024.,1.); } diff --git a/src/shaders/land.vert b/src/shaders/land.vert index 2004ab3..1c9b9f3 100644 --- a/src/shaders/land.vert +++ b/src/shaders/land.vert @@ -1,14 +1,26 @@ precision highp float; attribute vec3 land; -uniform float time; //used for noise +attribute vec2 landnormal; +uniform float rot; uniform float world_x; uniform float world_y; uniform mat4 MV; uniform mat4 P; varying vec2 worldxy; varying mat4 pre; +varying vec2 norm; void main() { + norm = landnormal; + mat2 rotate = mat2( + cos(rot), -sin(rot), + sin(rot), cos(rot) + ); worldxy = vec2(world_x, world_y); pre = P * MV; - gl_Position = P * MV * vec4(land.x - world_x, land.y - world_y, 0., 1.0); + vec2 local = (land.xy - worldxy) * rotate; + float z_scale = 0.5; + // clamp so that everything becomes orthographic once we move away + float xoff = clamp(land.z * local.x * z_scale, -0.5, 0.5); + float yoff = clamp(land.z * local.y * z_scale, -0.5, 0.5); + gl_Position = P * MV * vec4(local.xy - vec2(xoff, yoff), land.z, 1.0); } diff --git a/src/shaders/stars.frag b/src/shaders/stars.frag new file mode 100644 index 0000000..d45917e --- /dev/null +++ b/src/shaders/stars.frag @@ -0,0 +1,5 @@ +precision mediump float; +uniform vec4 color; +void main() { + gl_FragColor = color; +} diff --git a/src/shaders/stars.lua b/src/shaders/stars.lua index 8d54b16..3e4138e 100644 --- a/src/shaders/stars.lua +++ b/src/shaders/stars.lua @@ -1,57 +1,43 @@ local win = require("window") local color = require("color") local world = require("world") -local numstars = 400 -- we might have as many as 4 over +local shim = require("shader_shim") +local numstars = 500 -- we might have as many as 4 over local genned_stars = 0 local period_x = 3 local period_y = 3 local stars = {} -while genned_stars < numstars do +local tries = 0 +aspect = win.width / win.height +while genned_stars < numstars and tries < 100000 do local rngx = math.random() local xpos = rngx * win.width --* (period_x - 1) local rngy = math.random() local ypos = rngy * win.height --* (period_y - 1) local blinks = math.random() > 0.3 and (math.random() * 2 * math.pi) or 0 - stars[#stars+1] = vec3(xpos, ypos, blinks) - genned_stars = genned_stars + 1 - if xpos < win.width then - -- duplicate on the last screen - stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos, blinks) - genned_stars = genned_stars + 1 - end - if ypos < win.height then - stars[#stars+1] = vec3(xpos, ypos + (win.height * (period_y-2)), blinks) - genned_stars = genned_stars + 1 - end - if xpos < win.width and ypos < win.height then - stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos+(win.height * (period_y-2)),blinks) + --if math.distance(vec2(rngx,rngy), vec2(0.53,0.5)) > 0.5 then + local off = vec2(math.abs(rngx - 0.50) * aspect, math.abs(rngy-0.5)) + if math.length(off) > 0.5 then + stars[#stars+1] = vec3(xpos, ypos, blinks) genned_stars = genned_stars + 1 + if xpos < win.width then + -- duplicate on the last screen + stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos, blinks) + genned_stars = genned_stars + 1 + end + if ypos < win.height then + stars[#stars+1] = vec3(xpos, ypos + (win.height * (period_y-2)), blinks) + genned_stars = genned_stars + 1 + end + if xpos < win.width and ypos < win.height then + stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos+(win.height * (period_y-2)),blinks) + genned_stars = genned_stars + 1 + end end + tries = tries + 1 end -local node = am.use_program(am.program([[ - precision highp float; - attribute vec3 stars; - uniform float time; - uniform float world_x; - uniform float world_y; - uniform float world_x_period; - uniform float world_y_period; - uniform mat4 MV; - uniform mat4 P; - void main() { - float world_x_off = mod(world_x, world_x_period); - float world_y_off = mod(world_y, world_y_period); - gl_Position = P * MV * vec4(stars.x - world_x_off, stars.y - world_y_off, 0., 1.0); - float intensity = sin(stars.z + time) * cos(time) + 1.; - gl_PointSize = pow(intensity, 2.) * stars.z * 0.3; - } - ]],[[ - precision mediump float; - uniform vec4 color; - void main() { - gl_FragColor = color; - } -]])) +assert(genned_stars == numstars, "Failed to generate stars") +local node = am.blend("premult") ^ shim.stars ^ am.bind({ MV = mat4( 1, 0, 0, 0, @@ -66,11 +52,24 @@ local node = am.use_program(am.program([[ world_y = am.current_time(), world_y_period = (period_y - 2) * win.height, time = am.current_time(), + lamp1 = vec3(0), + lamp2 = vec3(0), + lamp3 = vec3(0), + lamp4 = vec3(0), + lamp5 = vec3(0), + lamp6 = vec3(0), + lamp7 = vec3(0), + lamp8 = vec3(0) }) ^ am.draw("points") node:action(function(self) self("bind").time = am.current_time() self("bind").world_x = world.world_x self("bind").world_y = world.world_y + local lamps = world.level.lamps_on_screen() + for i,v in pairs(lamps) do + print("Setting lamp", i, "to", v) + self("bind")["lamp" .. tostring(i)] = v + end end) return node diff --git a/src/shaders/stars.vert b/src/shaders/stars.vert new file mode 100644 index 0000000..8737482 --- /dev/null +++ b/src/shaders/stars.vert @@ -0,0 +1,30 @@ +precision highp float; +attribute vec3 stars; +uniform float time; +uniform float world_x; +uniform float world_y; +uniform float world_x_period; +uniform float world_y_period; +uniform vec4 lamp1; +uniform vec4 lamp2; +uniform vec4 lamp3; +uniform vec4 lamp4; +uniform vec4 lamp5; +uniform vec4 lamp6; +uniform vec4 lamp7; +uniform vec4 lamp8; +uniform mat4 MV; +uniform mat4 P; +void main() { + float world_x_off = mod(world_x, world_x_period); + float world_y_off = mod(world_y, world_y_period); + vec4 pos = P * MV * vec4(stars.x - world_x_off, stars.y - world_y_off, -0.1, 1.0); + gl_Position = pos; + float intensity = sin(stars.z + time) * cos(time) + 1.; + /* + if(distance(pos.xyz, lamp1.xyz) < 80.) + intensity = 0.; + */ + gl_PointSize = pow(intensity, 2.) * stars.z * 0.3; + //gl_PointSize = distance(pos.xyz, lamp1.xyz); +} |
