mirror of
https://gitlab.gnome.org/GNOME/gtk.git
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0092a08dfc
This adds a small demo of using OpenGL shaders, it renders a quad over the entire widget with a custom fragment shader. The coordinates and the uniform names are compatible with the ones on shadertoy.com (although some features, like texture inputs are missing currently). The default shader in the demo is https://www.shadertoy.com/view/wsjBD3 which is CC0, so it is redistributable by Gtk+ (most other shaders are CC-BY-NC-SA which isn't obviously compatible). I also added a set of buttons loading a few other CC0 shaders I found.
175 lines
4.5 KiB
GLSL
175 lines
4.5 KiB
GLSL
// Originally from: https://www.shadertoy.com/view/ttBcRV
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// License CC0: Flying through glowing stars
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// The result of playing around trying to improve an old shader
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#define PI 3.141592654
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#define TAU (2.0*PI)
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#define TIME iTime
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#define RESOLUTION iResolution
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#define LESS(a,b,c) mix(a,b,step(0.,c))
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#define SABS(x,k) LESS((.5/(k))*(x)*(x)+(k)*.5,abs(x),abs(x)-(k))
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#define MROT(a) mat2(cos(a), sin(a), -sin(a), cos(a))
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vec3 hsv2rgb(vec3 c) {
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const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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float hash(in vec3 co) {
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return fract(sin(dot(co, vec3(12.9898,58.233, 12.9898+58.233))) * 13758.5453);
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}
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float starn(vec2 p, float r, int n, float m) {
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// From IQ: https://www.shadertoy.com/view/3tSGDy
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// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
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// Minor tweak to use SABS over abs to smooth inner corners
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// SABS: https://www.shadertoy.com/view/Ws2SDK
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// next 4 lines can be precomputed for a given shape
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float an = 3.141593/float(n);
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float en = 3.141593/m; // m is between 2 and n
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vec2 acs = vec2(cos(an),sin(an));
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vec2 ecs = vec2(cos(en),sin(en)); // ecs=vec2(0,1) for regular polygon,
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float bn = mod(atan(p.x,p.y),2.0*an) - an;
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p = length(p)*vec2(cos(bn),SABS(sin(bn), 0.15));
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p -= r*acs;
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p += ecs*clamp( -dot(p,ecs), 0.0, r*acs.y/ecs.y);
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return length(p)*sign(p.x);
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}
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vec4 alphaBlend(vec4 back, vec4 front) {
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vec3 xyz = mix(back.xyz*back.w, front.xyz, front.w);
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float w = mix(back.w, 1.0, front.w);
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return vec4(xyz, w);
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}
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void rot(inout vec2 p, float a) {
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float c = cos(a);
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float s = sin(a);
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p = vec2(c*p.x + s*p.y, -s*p.x + c*p.y);
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}
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vec3 offset(float z) {
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float a = z;
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vec2 p = -0.075*(vec2(cos(a), sin(a*sqrt(2.0))) + vec2(cos(a*sqrt(0.75)), sin(a*sqrt(0.5))));
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return vec3(p, z);
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}
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vec3 doffset(float z) {
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float eps = 0.05;
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return 0.5*(offset(z + eps) - offset(z - eps))/eps;
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}
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vec3 ddoffset(float z) {
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float eps = 0.05;
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return 0.5*(doffset(z + eps) - doffset(z - eps))/eps;
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}
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vec4 planeCol(vec3 ro, vec3 rd, float n, vec3 pp) {
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const float s = 0.5;
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vec2 p = pp.xy;
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float z = pp.z;
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vec2 dpy = dFdy(p);
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float aa = length(dpy);
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p -= (1.0+5.0*(pp.z - ro.z))*offset(z).xy;
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p *= s;
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float r = hash(vec3(floor(p+0.5), n));
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p = fract(p+0.5)-0.5;
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rot(p, ((TAU*r+n)*0.25));
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float d = starn(p, 0.20, 3 + 2*int(3.0*r), 3.0);
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d -= 0.06;
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d/=s;
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float ds = -d+0.03;
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vec3 cols = hsv2rgb(vec3(337.0/360.0+0.1*sin(n*0.3), 0.8, 0.54+0.2*sin(n*0.3)));
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float ts = 1.0 - smoothstep(-aa, 0.0, ds);
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vec4 cs = vec4(cols, ts*0.93);
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float db = abs(d) - (0.06);
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db = abs(db) - 0.03;
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db = abs(db) - 0.00;
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db = max(db, -d+0.03);
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vec3 colb = vec3(1.0, 0.7, 0.5);
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float tb = exp(-(db)*30.0*(1.0 - 10.0*aa));
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vec4 cb = vec4(1.5*colb, tb);
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vec4 ct = alphaBlend(cs, cb);
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return ct;
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}
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vec3 color(vec3 ww, vec3 uu, vec3 vv, vec3 ro, vec2 p) {
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vec3 rd = normalize(p.x*uu + p.y*vv + (2.0-tanh(length(p)))*ww);
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vec4 col = vec4(vec3(0.0), 1.0);
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const float planeDist = 1.0;
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const int furthest = 6;
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const int fadeFrom = furthest-3;
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float nz = floor(ro.z / planeDist);
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for (int i = furthest; i >= 1; --i) {
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float pz = planeDist*nz + planeDist*float(i);
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float pd = (pz - ro.z)/rd.z;
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if (pd > 0.0) {
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vec3 pp = ro + rd*pd;
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vec4 pcol = planeCol(ro, rd, nz+float(i), pp);
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float fadeIn = 1.0-smoothstep(planeDist*float(fadeFrom), planeDist*float(furthest), pp.z-ro.z);
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pcol.xyz *= sqrt(fadeIn);
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col = alphaBlend(col, pcol);
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}
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}
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return col.xyz*col.w;
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}
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vec3 postProcess(vec3 col, vec2 q) {
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col=pow(clamp(col,0.0,1.0),vec3(0.75));
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col=col*0.6+0.4*col*col*(3.0-2.0*col);
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col=mix(col, vec3(dot(col, vec3(0.33))), -0.4);
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col*=0.5+0.5*pow(19.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7);
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return col;
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}
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vec3 effect(vec2 p, vec2 q) {
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float tm = TIME*0.65;
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vec3 ro = offset(tm);
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vec3 dro = doffset(tm);
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vec3 ddro = ddoffset(tm);
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vec3 ww = normalize(dro);
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vec3 uu = normalize(cross(vec3(0.0,1.0,0.0)+1.5*ddro, ww));
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vec3 vv = normalize(cross(ww, uu));
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vec3 col = color(ww, uu, vv, ro, p);
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col = postProcess(col, q);
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const float fadeIn = 2.0;
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return col*smoothstep(0.0, fadeIn, TIME);
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}
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void mainImage(out vec4 fragColor, vec2 fragCoord) {
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vec2 q = fragCoord/RESOLUTION.xy;
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vec2 p = -1. + 2. * q;
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p.x *= RESOLUTION.x/RESOLUTION.y;
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vec3 col = effect(p, q);
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fragColor = vec4(col, 1.0);
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}
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