#extension GL_ARB_explicit_attrib_location : enable // ping pong inputs uniform sampler2DRect particles0; uniform sampler2DRect particles1; uniform sampler2DRect particles2; uniform sampler2DRect particles3; uniform sampler2DRect particles4; uniform sampler2DRect particles5; uniform sampler2DRect u_depth; uniform sampler2DRect u_world; uniform sampler2DRect u_v4l2cam; uniform ivec2 uFrameSize; uniform ivec2 uDepthFrameSize; uniform vec3 mouse; uniform float radiusSquared; uniform float elapsed; uniform float u_time; uniform vec3 uHottest0; uniform vec3 uHottest1; uniform vec3 uHottest3d0; uniform vec3 uHottest3d1; in vec2 texCoordVarying; layout(location = 0) out vec4 posOut; layout(location = 1) out vec4 velOut; layout(location = 2) out vec4 misOut; layout(location = 3) out vec4 tarOut; layout(location = 4) out vec4 prevPosOut; layout(location = 5) out vec4 orgPosOut; 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() { vec3 pos = texture(particles0, texCoordVarying.st).xyz; vec3 vel = texture(particles1, texCoordVarying.st).xyz; vec3 misc = texture(particles2, texCoordVarying.st).xyz; vec4 target = texture(particles3, texCoordVarying.st).xyzw; vec3 prevPos = pos;//texture(particles4, texCoordVarying.st).xyz; float fraction = 8; float thermo = texture2D(u_v4l2cam, texCoordVarying.st/fraction).r; vec2 subPix = mod(texCoordVarying.st / fraction, 1.0); vec2 basePix = texCoordVarying.st/fraction - subPix; float depth00 = texture(u_depth, basePix + vec2(0, 0)).x; float depth01 = texture(u_depth, basePix + vec2(0, 1)).x; float depth10 = texture(u_depth, basePix + vec2(1, 0)).x; float depth11 = texture(u_depth, basePix + vec2(1, 1)).x; vec4 ray00 = texture(u_world, basePix + vec2(0, 0)); vec4 ray01 = texture(u_world, basePix + vec2(0, 1)); vec4 ray10 = texture(u_world, basePix + vec2(1, 0)); vec4 ray11 = texture(u_world, basePix + vec2(1, 1)); float depth0 = mix(depth00, depth10, subPix.x); float depth1 = mix(depth01, depth11, subPix.x); vec4 ray0 = mix(ray00, ray10, subPix.x); vec4 ray1 = mix(ray01, ray11, subPix.x); float depth = mix(depth0, depth1, subPix.y); vec4 ray = mix(ray0, ray1, subPix.y); float vValid = (depth00 != 0 && depth01 != 0 && depth10 != 0 && depth11 != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0; 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; posWorld.xyz += random3(posWorld.xyz) * 0.3; float age = misc.y; if(age > 1) { // reached target if(vValid == 1) { // rebirth if point is valid target.w = 0; age = 0; } } if(vValid == 1 && target.w == 0) { // point valid && no target -> move to the point pos = posWorld.xyz; // prevPos = posWorld.xyz;// + vec3(1,0,0);//random3(posWorld.xyz) * 0.5; age = 0; } else if (target.w > 0) { // targeted age += 0.005; thermo = misc.x; } else { // wandering age += 01.02; thermo = misc.x; } if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived age += 0.01; } // wandering vec3 force = vec3(0,0,0); if(vValid == 1 && target.w == 0) { float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001)); float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002); force.x += cos(th) * cos(phi); force.y += sin(th) * cos(phi); force.z += sin(phi); force *= 100; } else { // float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.01)); // float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.02); // force.x += cos(th) * cos(phi); // force.y += sin(th) * cos(phi); // force.z += sin(phi); // force *= 100; } if(age < 0.001) { // targetting target.w = 0; if(random3(pos).x > mod(u_time*0.1+random3(pos).y,1) + pow(max(0,length(texCoordVarying.st/fraction - uHottest0.st + random3(pos).xy*5)/50),1)) { vec2 h = uHottest1.st; vec4 hray = texture(u_world, h); float hdepth = -depth * 65535.0; if(hdepth == 0) hdepth = -0.01 * 65535.0; vec3 H = vec3(hray.xy * hdepth, hdepth); target.xyz = H + random3(pos) * 3; target.w = 1; thermo += random3(pos).y * 0.2 - 0.1; } else if(random3(pos).x > mod(u_time*0.1+random3(pos).y,1) + 2*pow(max(0,length(texCoordVarying.st/fraction - uHottest1.st + random3(pos).xy*5)/50),1)) { vec2 h = uHottest0.st; vec4 hray = texture(u_world, h); float hdepth = -depth * 65535.0; if(hdepth == 0) hdepth = -0.01 * 65535.0; vec3 H = vec3(hray.xy * hdepth, hdepth); target.xyz = H + random3(pos) * 3; target.w = 1; thermo += random3(pos).y * 0.2 - 0.1; } } if(target.w > 0) { // go to target float th = atan(-pos.y + target.y, -pos.x + target.x); float phi = atan(-pos.z + target.z, length(target.xy-pos.xy)); th += 3.1415 * 1 * simplex3d_fractal(vec3(pos.xyz * 0.01) + vec3(u_time, 0, 0)); phi += 3.1415 * 1 * simplex3d_fractal(pos.xyz * 0.01); force.x = cos(th) * cos(phi); force.y = sin(th) * cos(phi); force.z = sin(phi); force *= 100 + 200 * simplex3d_fractal(vec3(texCoordVarying, 0.0)); } // damping vel *= 0.95; // accelerate vel += elapsed * force; // move prevPos = pos; pos += elapsed * vel; posOut = vec4(pos, 1.0); velOut = vec4(vel, 0.0); misOut = vec4(thermo, age, 0, 0); tarOut = vec4(target); prevPosOut = vec4(prevPos, 1.0); orgPosOut = posWorld; }