realityplayground-of/zoneb/bin/data/shaders/particles/draw.frag

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uniform sampler2DRect particles0;
uniform sampler2DRect particles1;
uniform sampler2DRect particles2;
uniform sampler2DRect u_depth;
uniform sampler2DRect u_world;
uniform sampler2DRect u_v4l2cam;
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uniform sampler2DRect warm1;
uniform sampler2DRect warm2;
uniform sampler2DRect cold1;
uniform sampler2DRect cold2;
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uniform float uAreThereTwoPeopleTween;
uniform float u_time;
uniform vec3 uHottest0;
uniform vec3 uHottest1;
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uniform vec3 uHottest3d0;
uniform vec3 uHottest3d1;
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uniform vec3 uBetween;
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in vec2 texCoordVarying;
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in vec3 vPos;
in vec4 vTarget;
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in float vTemperature;
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in float vAge;
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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);
}
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void main()
{
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vec2 palette = vec2(vTemperature*3425, 0.5);
vec3 remapedColorW = texture(warm1, palette).xyz;
vec3 remapedColorC = texture(cold2, palette).xyz;
float d = 80;
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float D = 600;
float n = (simplex3d(vPos * vec3(0.01, 0.01, 0.1 * sin(u_time * 0.01)))) * 100;
float rate = 1-smoothstep(D - d, D + d, length(vPos.x + uBetween.x) + n);
rate *= uAreThereTwoPeopleTween;
vec3 remapedColor = mix(remapedColorC, remapedColorW, rate);
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float alpha = max(0, 1 - pow(vAge,4)) * .3;
// if(vTemperature < 0.5) {
// alpha *= vTemperature * 2;
// }
// if(vTarget.w >1) {
// alpha = 0.1;
// }
if(vPos.z > -200) {
alpha = 0;
}
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vec4 color = vec4(remapedColor, alpha);
fragColor = color;
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}