diff options
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/clouds.kage | 132 | ||||
-rw-r--r-- | shaders/vcr.kage | 12 |
2 files changed, 138 insertions, 6 deletions
diff --git a/shaders/clouds.kage b/shaders/clouds.kage new file mode 100644 index 0000000..26597e5 --- /dev/null +++ b/shaders/clouds.kage @@ -0,0 +1,132 @@ +//go:build ignore + +//kage:unit pixels + +package main + +var Time float + +const cloudscale = 0.8 +const speed = 0.01 +const clouddark = 0.6 +const cloudlight = 0.3 +const cloudcover = 0.2 +const cloudalpha = 8.0 +const skytint = 0.5 + +func rand(co vec2) float { + return fract(sin(dot(co.xy, vec2(12.9898,-78.233))) * 43758.5453) +} + +func hash( p vec2 ) vec2 { + p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3))) + return -1.0 + 2.0*fract(sin(p)*43758.5453123) +} + +func noise( p vec2 ) float { + const K1 = 0.366025404 + const K2 = 0.211324865 + i := floor(p + (p.x+p.y)*K1); + a := p - i + (i.x+i.y)*K2 + + var o vec2 + if (a.x>a.y) { + o = vec2(1.0,0.0) + } else { + o = vec2(0.0,1.0) + } + + b := a - o + K2 + c := a - 1.0 + 2.0*K2 + h := max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0) + n := h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))) + return dot(n, vec3(70.0)) +} + + + +func fbm(n vec2) float { + v := n + total := 0.0 + amplitude := 0.1 + for i := 0; i < 7; i++ { + total += noise(v) * amplitude + v = mat2(1.6, 1.2, -1.2, 1.6) * v + amplitude *= 0.4 + } + return total +} + +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + m := mat2(1.6, 1.2, -1.2, 1.6) + skycolour1 := vec3(0.45, 0.57, 0.66) + skycolour2 := vec3(0.55, 0.77, 0.86) + + p := srcPos.xy / imageSrc0Size().xy; + uv := p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0); + time := Time * speed + q := fbm(uv * cloudscale * 0.5) + + //ridged noise shape + r := 0.0 + uv *= cloudscale + uv.x -= q - time + weight := 0.8 + for i:=0; i<8; i++{ + r += abs(weight*noise( uv )) + uv = m*uv + time + weight *= 0.7 + } + + //noise shape + f := 0.0 + uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0); + uv *= cloudscale + uv.x -= q - time + weight = 0.7 + for i:=0;i<8;i++{ + f += weight*noise( uv ) + uv = m*uv + time + weight *= 0.6 + } + + f *= r + f + + //noise colour + c := 0.0 + time = Time * speed * 2.0 + uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0) + uv *= cloudscale*2.0 + uv.x -= q - time + weight = 0.4 + for i:=0;i<7;i++{ + c += weight*noise( uv ) + uv = m*uv + time + weight *= 0.6 + } + + //noise ridge colour + c1 := 0.0 + time = Time * speed * 3.0 + uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0) + uv *= cloudscale*3.0 + uv.x -= q - time + weight = 0.4 + for i:=0; i<7; i++{ + c1 += abs(weight*noise( uv )) + uv = m*uv + time + weight *= 0.6 + } + + c += c1 + + skycolour := mix(skycolour2, skycolour1, p.y); + cloudcolour := vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0); + + f = cloudcover + cloudalpha*f*r; + + result := mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0)); + + return vec4( result, 1.0 ); +} + diff --git a/shaders/vcr.kage b/shaders/vcr.kage index fd555d8..45a543e 100644 --- a/shaders/vcr.kage +++ b/shaders/vcr.kage @@ -13,7 +13,7 @@ const noiseY = 100.0 const colorOffsetIntensity = 1.2 func rand(co vec2) float { - return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); + return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453) } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { @@ -21,7 +21,7 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { uv := srcPos / imageSrc0Size() uv.x = uv.x + (rand(vec2(Time,srcPos.y)) - 0.5) / (noiseX); - uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY); + uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY) whiteNoise := rand(vec2(floor(uv.y*80.0),floor(uv.x*50.0))+vec2(Time,0)) off := 1.0 - mod(uv.y - NoiseOffset / 7, 1) @@ -29,15 +29,15 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { if (whiteNoise > 11.5-30.0*(off)) || whiteNoise < 1.5-2.0*(off) { // Sample the texture. - offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity; - offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity; + offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity + offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity r := imageSrc0UnsafeAt((uv+offsetR) * imageSrc0Size()).r g := imageSrc0UnsafeAt((uv+offsetG) * imageSrc0Size()).g b := imageSrc0UnsafeAt(uv * imageSrc0Size()).b return vec4(r, g, b, 1.0) } else { - col = imageSrc2UnsafeAt(uv * imageSrc0Size()); - return col + vec4(0.8); + col = imageSrc2UnsafeAt(uv * imageSrc0Size()) + return col + vec4(0.8) } } |