$input v_color0 $input v_normal $input v_uv0 $input v_wpos #include "common.sh" SAMPLER2D(s_texColor, 0); uniform vec4 u_time; uniform vec4 u_testColor; float circle(vec2 uv, float radius) { float distSq = uv.x * uv.x + uv.y * uv.y; float result = sqrt(distSq) / radius; // return result < 0.5; return clamp(1.0 - result, 0.0, 1.0); } float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal) { vec3 lightDir = normalize(lightPos - vertPos); float diffuse = max(0.0, dot(lightDir, normal)); return diffuse * clamp(1.0 - distance(lightPos, vertPos) * 0.01, 0.0, 1.0); } float circles(vec2 uv, float level, float subLevel, float brightness) { vec2 offsetUv = uv + 0.5; vec2 baseUv = (offsetUv % 1.0) - 0.5; vec2 step1Uv = ((offsetUv + vec2(0.5, 0.5)) % 1.0) - 0.5; vec2 step2Uv = ((offsetUv + vec2(0.5, 0.0)) % 1.0) - 0.5; vec2 step3Uv = ((offsetUv + vec2(0.0, 0.5)) % 1.0) - 0.5; float step = subLevel * 3.0; float step1 = clamp(step, 0.0, 1.0); float step2 = clamp(step - 1, 0.0, 1.0); float step3 = clamp(step - 2, 0.0, 1.0); float sum = 0.0; sum = circle(baseUv, lerp(0.5, 0.25, subLevel) * brightness); sum = max(sum, circle(step1Uv, 0.25 * step1 * brightness)); sum = max(sum, circle(step2Uv, 0.25 * step2 * brightness)); sum = max(sum, circle(step3Uv, 0.25 * step3 * brightness)); return min(sum, 1.0); } vec3 desaturate(vec3 color) { return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33))); } void main() { float testRadius = 30.0; float testSpeed = 1.0; vec3 testOffset = vec3(0.0, 0.0, 50.0); float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius); float brightness = calcBrightness(lightPos, v_wpos, v_normal); // brightness = 0.1 + brightness * 0.9; float baseScale = 2.0; float2 dx = ddx(v_uv0 * baseScale); float2 dy = ddy(v_uv0 * baseScale); float2x2 mat = float2x2(dx, dy); float4 vectorized = float4(dx, dy); float qq = dot(vectorized, vectorized); float rr = determinant(mat); float discriminantSqr = max(0.0, qq*qq - 4.0*rr*rr); float discriminant = sqrt(discriminantSqr); float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0); float spacing = freq.y * exp2(2.0); spacing = 1.0 / spacing; spacing *= brightness; // TODO: check reference to see how to calculate this! float spacingLog = max(log2(spacing), 0.0); int patternScaleLevel = floor(spacingLog); float patternFractional = spacingLog - patternScaleLevel; vec2 uv = v_uv0 * exp2(patternScaleLevel); float dither = circles(uv, patternScaleLevel, patternFractional, brightness); vec3 color = desaturate(u_testColor.xyz) * 0.01 + dither * u_testColor.xyz * 0.95; vec3 smoothColor = brightness * u_testColor.xyz; vec3 mixedColor = 0.1 * smoothColor + 0.9 * color; gl_FragColor = vec4(mixedColor, 1.0); // gl_FragColor = brightness; // gl_FragColor = dither; // gl_FragColor = u_testColor; gl_FragColor = texture2D(s_texColor, v_uv0); }