74 lines
2.3 KiB
Scala
74 lines
2.3 KiB
Scala
$input v_color0
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$input v_normal
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$input v_uv0
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$input v_wpos
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#include "common.sh"
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SAMPLER2D(s_texColor, 0);
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SAMPLER3D(s_ditherSampler, 1);
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uniform vec4 u_time;
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uniform vec4 u_testColor;
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float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
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{
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vec3 lightDir = normalize(lightPos - vertPos);
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float diffuse = max(0.0, dot(lightDir, normal));
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return diffuse * clamp(1.0 - distance(lightPos, vertPos) * 0.01, 0.0, 1.0);
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}
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float calcBrightnessDirectional(vec3 sunDir, vec3 normal)
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{
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return max(0.0, dot(sunDir, normal));
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}
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vec3 desaturate(vec3 color)
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{
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return vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
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}
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void main()
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{
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float testRadius = 30.0;
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float testSpeed = 1.0;
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vec3 testOffset = vec3(0.0, 0.0, 50.0);
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float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
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// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
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float brightness = calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal);
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brightness = 1.0;
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// brightness = sin(u_time.x) * 0.5 + 0.5;
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// Magic dot frequency calculation
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float baseScale = 8.0;
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float2 dx = ddx(v_uv0 * baseScale);
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float2 dy = ddy(v_uv0 * baseScale);
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float2x2 mat = float2x2(dx, dy);
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float4 vectorized = float4(dx, dy);
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float qq = dot(vectorized, vectorized);
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float rr = determinant(mat);
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float discriminantSqr = max(0.0, qq*qq - 4.0*rr*rr);
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float discriminant = sqrt(discriminantSqr);
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float2 freq = sqrt(float2(qq + discriminant, qq - discriminant) / 2.0);
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// Figuring out how many dots we want
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float spacing = freq.y * exp2(2.0);
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spacing = 1.0 / spacing;
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spacing *= brightness; // TODO: check reference to see how to calculate this!
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float spacingLog = max(log2(spacing), 0.0);
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int patternScaleLevel = floor(spacingLog);
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float patternFractional = spacingLog - patternScaleLevel;
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vec2 uv = v_uv0 * exp2(patternScaleLevel);
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float dotsTotal = 4;
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float subLayer = lerp(0.25 * dotsTotal, dotsTotal, patternFractional);
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subLayer = (subLayer - 0.5) / dotsTotal;
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vec4 circleSample = texture3D(s_ditherSampler, vec3(uv, subLayer));
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float circleVal = circleSample.x < 0.75 ? 0.1 : 0.9;
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// Coloring
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vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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vec3 finalColor = texColor * vec3(circleVal, circleVal, circleVal);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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