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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.
221 lines
4.9 KiB
GLSL
221 lines
4.9 KiB
GLSL
// Originally from: https://www.shadertoy.com/view/WlByzy
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// License CC0: Neonwave style road, sun and city
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// The result of a bit of experimenting with neonwave style colors.
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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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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 float co) {
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return fract(sin(co*12.9898) * 13758.5453);
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}
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float hash(in vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,58.233))) * 13758.5453);
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}
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float psin(float a) {
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return 0.5 + 0.5*sin(a);
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}
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float mod1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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float circle(vec2 p, float r) {
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return length(p) - r;
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}
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float box(vec2 p, vec2 b) {
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vec2 d = abs(p)-b;
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return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
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}
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float planex(vec2 p, float w) {
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return abs(p.y) - w;
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}
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float planey(vec2 p, float w) {
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return abs(p.x) - w;
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}
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float pmin(float a, float b, float k) {
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float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
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return mix( b, a, h ) - k*h*(1.0-h);
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}
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float pmax(float a, float b, float k) {
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return -pmin(-a, -b, k);
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}
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float sun(vec2 p) {
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const float ch = 0.0125;
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vec2 sp = p;
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vec2 cp = p;
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mod1(cp.y, ch*6.0);
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float d0 = circle(sp, 0.5);
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float d1 = planex(cp, ch);
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float d2 = p.y+ch*3.0;
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float d = d0;
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d = pmax(d, -max(d1, d2), ch*2.0);
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return d;
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}
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float city(vec2 p) {
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float sd = circle(p, 0.5);
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float cd = 1E6;
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const float count = 5.0;
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const float width = 0.1;
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for (float i = 0.0; i < count; ++i) {
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vec2 pp = p;
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pp.x += i*width/count;
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float nn = mod1(pp.x, width);
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float rr = hash(nn+sqrt(3.0)*i);
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float dd = box(pp-vec2(0.0, -0.5), vec2(0.02, 0.35*(1.0-smoothstep(0.0, 5.0, abs(nn)))*rr+0.1));
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cd = min(cd, dd);
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}
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return max(sd,cd);
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}
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vec3 sunEffect(vec2 p) {
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float aa = 4.0 / RESOLUTION.y;
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vec3 col = vec3(0.1);
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vec3 skyCol1 = hsv2rgb(vec3(283.0/360.0, 0.83, 0.16));
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vec3 skyCol2 = hsv2rgb(vec3(297.0/360.0, 0.79, 0.43));
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col = mix(skyCol1, skyCol2, pow(clamp(0.5*(1.0+p.y+0.1*sin(4.0*p.x+TIME*0.5)), 0.0, 1.0), 4.0));
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p.y -= 0.375;
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float ds = sun(p);
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float dc = city(p);
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float dd = circle(p, 0.5);
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vec3 sunCol = mix(vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 1.0), clamp(0.5 - 1.0*p.y, 0.0, 1.0));
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vec3 glareCol = sqrt(sunCol);
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vec3 cityCol = sunCol*sunCol;
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col += glareCol*(exp(-30.0*ds))*step(0.0, ds);
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float t1 = smoothstep(0.0, 0.075, -dd);
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float t2 = smoothstep(0.0, 0.3, -dd);
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col = mix(col, sunCol, smoothstep(-aa, 0.0, -ds));
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col = mix(col, glareCol, smoothstep(-aa, 0.0, -dc)*t1);
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col += vec3(0.0, 0.25, 0.0)*(exp(-90.0*dc))*step(0.0, dc)*t2;
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// col += 0.3*psin(d*400);
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return col;
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}
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float ground(vec2 p) {
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p.y += TIME*80.0;
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p *= 0.075;
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vec2 gp = p;
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gp = fract(gp) - vec2(0.5);
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float d0 = abs(gp.x);
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float d1 = abs(gp.y);
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float d2 = circle(gp, 0.05);
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const float rw = 2.5;
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const float sw = 0.0125;
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vec2 rp = p;
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mod1(rp.y, 12.0);
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float d3 = abs(rp.x) - rw;
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float d4 = abs(d3) - sw*2.0;
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float d5 = box(rp, vec2(sw*2.0, 2.0));
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vec2 sp = p;
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mod1(sp.y, 4.0);
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sp.x = abs(sp.x);
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sp -= vec2(rw - 0.125, 0.0);
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float d6 = box(sp, vec2(sw, 1.0));
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float d = d0;
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d = pmin(d, d1, 0.1);
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d = max(d, -d3);
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d = min(d, d4);
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d = min(d, d5);
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d = min(d, d6);
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return d;
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}
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vec3 groundEffect(vec2 p) {
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vec3 ro = vec3(0.0, 20.0, 0.0);
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vec3 ww = normalize(vec3(0.0, -0.025, 1.0));
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vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww));
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vec3 vv = normalize(cross(ww,uu));
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vec3 rd = normalize(p.x*uu + p.y*vv + 2.5*ww);
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float distg = (-9.0 - ro.y)/rd.y;
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const vec3 shineCol = 0.75*vec3(0.5, 0.75, 1.0);
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const vec3 gridCol = vec3(1.0);
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vec3 col = vec3(0.0);
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if (distg > 0.0) {
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vec3 pg = ro + rd*distg;
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float aa = length(dFdx(pg))*0.0002*RESOLUTION.x;
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float dg = ground(pg.xz);
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col = mix(col, gridCol, smoothstep(-aa, 0.0, -(dg+0.0175)));
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col += shineCol*(exp(-10.0*clamp(dg, 0.0, 1.0)));
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col = clamp(col, 0.0, 1.0);
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// col += 0.3*psin(dg*100);
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col *= pow(1.0-smoothstep(ro.y*3.0, 220.0+ro.y*2.0, distg), 2.0);
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}
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return col;
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}
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vec3 postProcess(vec3 col, vec2 q) {
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col = clamp(col,0.0,1.0);
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// col=pow(col,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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vec3 col = vec3(0.0);
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vec2 off = vec2(0.0, 0.0);
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col += sunEffect(p+off);
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col += groundEffect(p+off);
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col = postProcess(col, q);
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return col;
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}
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void mainImage(out vec4 fragColor, vec2 fragCoord) {
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vec2 q = fragCoord/iResolution.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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