Review some shaders to work on GLSL 100
Tested on Raspberry Pi... Just note that platform is very limited by GPU...
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@ -7,8 +7,8 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Custom variables
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#define PI 3.14159265358979323846
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uniform float uTime = 0.0;
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const float PI = 3.14159265358979323846;
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uniform float uTime;
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float divisions = 5.0;
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float angle = 0.0;
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@ -19,9 +19,9 @@ vec2 VectorRotateTime(vec2 v, float speed)
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float localTime = fract(time); // The time domain this works on is 1 sec.
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if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
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else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
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else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
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else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
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else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
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else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
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// Rotate vector by angle
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v -= 0.5;
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@ -39,20 +39,22 @@ void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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int value = int(scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
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if ((value == 0) || (value == 1) || (value == 2)) gl_FragColor = vec4(1.0);
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else
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float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
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int valuei = int(value);
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//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
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//else
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{
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for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
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//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
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// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
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// Tested on RPI, it seems loops are limited around 60 iteractions
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for (int i = 2; i < 48; i++)
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{
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if ((value - i*floor(value/i)) == 0)
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if ((value - float(i)*floor(value/float(i))) <= 0.0)
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{
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color = Colorizer(float(i), scale);
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gl_FragColor = Colorizer(float(i), scale);
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//break; // Uncomment to color by the largest factor instead
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}
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}
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gl_FragColor = color;
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}
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}
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@ -11,7 +11,9 @@ uniform vec2 c; // c.x = real, c.y = imaginary component. Equati
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uniform vec2 offset; // Offset of the scale.
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uniform float zoom; // Zoom of the scale.
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const int MAX_ITERATIONS = 255; // Max iterations to do.
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// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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// for example, on RasperryPi for this examply only supports up to 60
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const int MAX_ITERATIONS = 48; // Max iterations to do
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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@ -56,21 +58,22 @@ void main()
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
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int iterations = 0;
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for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
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int iter = 0;
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for (int iterations = 0; iterations < 60; iterations++)
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{
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z = ComplexSquare(z) + c; // Iterate function
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if (dot(z, z) > 4.0) break;
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iter = iterations;
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}
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// Another few iterations decreases errors in the smoothing calculation.
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// See http://linas.org/art-gallery/escape/escape.html for more information.
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z = ComplexSquare(z) + c;
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z = ComplexSquare(z) + c;
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// This last part smooths the color (again see link above).
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float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
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float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
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// Normalize the value so it is between 0 and 1.
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float norm = smoothVal/float(MAX_ITERATIONS);
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@ -15,15 +15,27 @@ uniform ivec3 palette[colors];
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord) * fragColor;
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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int index = int(texelColor.r * 255.0);
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ivec3 color = palette[index];
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int index = int(texelColor.r*255.0);
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ivec3 color = ivec3(0);
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// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
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// a constantmust be used, so this logic...
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if (index == 0) color = palette[0];
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else if (index == 1) color = palette[1];
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else if (index == 2) color = palette[2];
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else if (index == 3) color = palette[3];
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else if (index == 4) color = palette[4];
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else if (index == 5) color = palette[5];
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else if (index == 6) color = palette[6];
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else if (index == 7) color = palette[7];
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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gl_FragColor = vec4(color / 255.0, texelColor.a);
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gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
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}
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