realityplayground-of/zoneb/bin/data/shaders/particle.frag

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#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_depth;
uniform sampler2D u_world;
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uniform sampler2D u_v4l2cam;
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uniform ivec2 uFrameSize;
uniform ivec2 uDepthFrameSize;
uniform sampler2D u_buffer0;
uniform sampler2D u_buffer1;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform bool u_init;
varying vec2 v_texcoord;
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;
/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
/* calculate i1 and i2 */
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
/* 2. find four surflets and store them in d */
vec4 w, d;
/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);
/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;
/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0));
}
/* const matrices for 3d rotation */
const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
/* directional artifacts can be reduced by rotating each octave */
float simplex3d_fractal(vec3 m) {
return 0.5333333*simplex3d(m*rot1)
+0.2666667*simplex3d(2.0*m*rot2)
+0.1333333*simplex3d(4.0*m*rot3)
+0.0666667*simplex3d(8.0*m);
}
void main() {
vec2 pixel = 1./u_resolution;
vec2 st = v_texcoord;
// st.y = 1.0 - st.y;
#ifdef BUFFER_0
// PING BUFFER
//
// Note: Here is where most of the action happens. But need's to read
// te content of the previous pass, for that we are making another buffer
// BUFFER_1 (u_buffer1)
vec4 color = vec4(0,0,0,1);
float depth = texture2D(u_depth, v_texcoord).x;
vec4 ray = texture2D(u_world, v_texcoord);
float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
if(depth < 0.012) vValid = 0;
if(depth > 0.04) vValid = 0;
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vec2 v4l2st = st;
v4l2st /= 3;
v4l2st -= vec2(0.5);
v4l2st *= 1.45;
v4l2st += vec2(0.5);
v4l2st.s += 0.15;
v4l2st.t += 0.16;
float thermo = texture2D(u_v4l2cam, v4l2st).r;
vec4 pos = texture2D(u_buffer1, st);
float age = pos.w;//mod(pos.w, 100);
float lastThermo = floor(pos.w / 100);
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if(vValid == 1 && mod(u_time * 3 + random3(vec3(v_texcoord, 0)).r, 1.0) < 0.5) {
vec4 posWorld = vec4(1);
posWorld.z = depth * 65535.0; // Remap to float range.
posWorld.x = ray.x * posWorld.z;
posWorld.y = ray.y * posWorld.z;
// Flip X as OpenGL and K4A have different conventions on which direction is positive.
posWorld.x *= -1;
// float tmp = mix(texture2D(u_depth, st).r, texture2D(u_buffer1, st).r, 0.9);
// color = vec4(vec3(tmp), 1.0);
color.rgb = posWorld.rgb;
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// color.a = thermo * 100;//vValid;
color.a = 0.1;
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}
else {
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float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001 + vec3(0, 0, u_time * 0.01)));
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float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002);
pos.x += cos(th) * cos(phi) * 7;
pos.y += sin(th) * cos(phi) * 7;
pos.z += sin(phi) * 7;
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// age = min(1, age + 0.01);
pos.w = age;
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color = pos;
}
gl_FragColor = color;
#elif defined( BUFFER_1 )
// PONG BUFFER
//
// Note: Just copy the content of the BUFFER0 so it can be
// read by it in the next frame
//
gl_FragColor = texture2D(u_buffer0, st);
#else
// Main Buffer
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vec4 buf1 = texture2D(u_buffer1, st);
gl_FragColor = buf1;
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#endif
}