borger
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1 changed files with 40 additions and 28 deletions
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@ -1,23 +1,49 @@
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#version 320 es
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precision mediump float;
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precision highp float;
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precision highp int;
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precision lowp sampler2D;
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precision lowp samplerCube;
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uniform vec2 WindowSize;
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uniform float time;
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layout(location = 0) out vec4 color;
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float rand(ivec2 co) {
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return fract(sin(dot(vec2(co), vec2(12.9898, 78.233))) * 43758.5453);
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float lerp(float a, float b, float x) {
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return a + x*(b-a);
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}
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uint xxhash32(uvec2 p) {
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const uint PRIME32_2 = 2246822519U, PRIME32_3 = 3266489917U;
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const uint PRIME32_4 = 668265263U, PRIME32_5 = 374761393U;
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uint h32 = p.y + PRIME32_5 + p.x*PRIME32_3;
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h32 = PRIME32_4*((h32 << 17) | (h32 >> (32 - 17)));
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h32 = PRIME32_2*(h32^(h32 >> 15));
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h32 = PRIME32_3*(h32^(h32 >> 13));
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return h32^(h32 >> 16);
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}
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//const uint k = 1103515245U;
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//
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//vec3 hash33( uvec3 x ) {
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// x = ((x >> 8U) ^ x.yzx) * k;
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// x = ((x >> 8U) ^ x.yzx) * k;
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// x = ((x >> 8U) ^ x.yzx) * k;
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// return vec3(x) * (1.0 / float(0xffffffffU));
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//}
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float rand(vec2 v, float seed) {
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uint hash = xxhash32(uvec2(v * 10000.0 + seed * 10000.0));
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return float(hash) * (1.0/float(0xffffffffu));
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}
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float cell_size = 0.01;
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#define PI 3.1415926538
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// whatever that corner contributes
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float c_dot(vec2 point, vec2 corner) {
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ivec2 c = ivec2(round(corner * 100.0));
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float angle = rand(c) * 2.0*PI;
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vec2 c = vec2(ivec2(round(corner * 100.0)));
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float angle = rand(c, 0.0) * 2.0*PI;
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vec2 random_corner_vec = vec2(cos(angle), sin(angle));
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vec2 offset = (point - corner) / cell_size;
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float dot_product = dot(random_corner_vec, offset);
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@ -25,15 +51,12 @@ float c_dot(vec2 point, vec2 corner) {
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return dot_product;
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}
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float lerp(float a, float b, float x) {
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return a + x*(b-a);
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}
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// better than built in smoothstep.
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float fade(float t) {
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return ((6.0*t - 15.0)*t + 10.0)*t*t*t;
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}
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void main() {
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// We'll make origin in the top-left.
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vec2 uv = gl_FragCoord.xy / WindowSize;
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@ -57,24 +80,13 @@ void main() {
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float v = fade(tile_uv.y);
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//float u = tile_uv.x;
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//float v = tile_uv.y;
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//float u = smoothstep(0, 1, tile_uv.x);
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//float v = smoothstep(0, 1, tile_uv.y);
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//float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot));
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float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
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//float val = tile_uv.y;
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//float val = c_bl_dot*2 + 0.5;
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//val = val * 20;
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float out_val = val /2.0 + 0.5;
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color = vec4(out_val, out_val, out_val, 1.0);
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//float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2;
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//FragColor = vec4(yes, yes, yes, 1);
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//uvec3 p = uvec3(uint(round(uv.x * 500.0)), uint(round(uv.y * 500.0)), 1);
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//color = vec4( hash33(p), 1.0 );
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//float lel = noise(vec3(uv * 10.0, 1.0));
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//float lel = gold_noise(uv, time * 100.0);
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//float lel = random( uv.x * 100.0 );
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float lel = rand(uv, 0.0);
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color = vec4(lel, lel, lel, 1.0);
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}
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//#version 320 es
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//precision mediump float;
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//layout(location = 0) out vec4 outColor;
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//
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//void main() {
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// outColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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