tahoma2d/stuff/library/shaders/programs/caustics.frag
2016-04-25 18:45:04 +09:00

66 lines
1.8 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
// Tweaked from http://glsl.heroku.com/e#6051.0
// Posted by Trisomie21 : 2D noise experiment (pan/zoom)
//
// failed attempt at faking caustics
//
uniform mat3 outputToWorld;
uniform vec4 color;
uniform float time;
vec4 textureRND2D(vec2 uv){
uv = floor(uv);
float v = uv.x+uv.y*1e3;
// Build space-specific corner values
vec4 res = fract(1e5*sin(vec4(v*1e-2, (v+1.)*1e-2, (v+1e3)*1e-2, (v+1e3+1.)*1e-2)));
// Add 'sawtooth-like' wavefronts evolution
return 2.0 * abs(fract(res + vec4(time * .03)) - 0.5);
}
float noise(vec2 p) {
vec4 r = textureRND2D(p); // Noise values at cell corners
vec2 f = fract(p);
f = f*f*(3.0-2.0*f); // aka the smoothstep() builtin function
return (mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y));
}
float buildColor(vec2 p) {
p += noise(p); // Noising p itself first. This helps
// preventing grid-like patterns.
float v = 1.0 - abs(pow(abs(noise(p) - 0.5), 0.75)) * 1.7; // Lots of magical constants o_o?
return v;
}
const float SPEED = .15;
void main( void ) {
vec2 p = (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy;
float c1 = buildColor(p*.03 + time * SPEED);
float c2 = buildColor(p*.03 - time * SPEED);
float c3 = buildColor(p*.02 - time * SPEED);
float c4 = buildColor(p*.02 + time * SPEED);
float cf = pow(c1*c2*c3*c4+0.5,6.); // Yep this is bad. Explicitly
// dependent on the 4 above. Better?
vec3 c = vec3(cf);
gl_FragColor = vec4(c, 0.0) + color;
gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication
}