Add sun
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@ -6,3 +6,4 @@ Shader projects for [SHADERed](https://github.com/dfranx/SHADERed).
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BIN
render/sun.gif
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BIN
render/sun.gif
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Binary file not shown.
After Width: | Height: | Size: 1.4 MiB |
94
shaders/sun_SunPS.glsl
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94
shaders/sun_SunPS.glsl
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#version 330
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uniform vec2 uResolution;
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uniform float uTime;
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out vec4 outColor;
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// https://iquilezles.org/articles/palettes/
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// http://dev.thi.ng/gradients/
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vec3 palette(float t) {
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vec3 a = vec3(0.500, 0.500, 0.000);
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vec3 b = vec3(0.500, 0.500, 0.000);
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vec3 c = vec3(0.100, 0.500, 0.000);
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vec3 d = vec3(0.000, 0.000, 0.000);
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return a + b*cos(6.28318*(c*t+d));
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}
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float rand(vec2 co){
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main()
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{
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vec2 uv = (gl_FragCoord.xy * 2.0 - uResolution.xy) / uResolution.y;
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uv *= 0.6; // final scale
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vec2 uv0 = uv;
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vec3 finalColor = vec3(0.0);
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// sun + sky base
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float dist = length(uv);
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float flareMask = 1.0 - smoothstep(0.4, 0.49, dist);
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float hotspotMask = 1.0 - smoothstep(0.4, 0.43, dist);
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float noiseMask = 1.0 - smoothstep(0, 0.43, dist);
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vec3 col = palette(dist);
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dist = 0.6 / dist;
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dist = pow(dist, 1.4);
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finalColor += col * dist;
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// flares
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vec3 flareColor = vec3(0.0);
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for (float i = 0.0; i < 3.0; i++)
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{
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uv = fract(uv * 1.6) - 0.5;
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float d = length(uv);
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vec3 col = palette(d + sin(uTime * 0.1));
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d = sin(d * 12.0 + uTime * 0.5) / 12.0;
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d = abs(d);
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d = 0.04 / d;
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d = pow(d, 1.4);
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flareColor += col * d * flareMask;
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}
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finalColor += flareColor;
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// hotspots
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/*
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vec3 hotspotColor = vec3(1.0);
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float hotspotMask2 = 1.0;
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vec2 hotspotUv = uv0 + 0.01 * vec2(uTime, -uTime * 0.2);
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for (float i = 0.0; i < 2.0; i++)
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{
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hotspotUv = fract(hotspotUv * 1.5) - 0.5;
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float d = length(hotspotUv);
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d = sin(d * 4.0) / 8.0;
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d = abs(d);
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d = 0.1 / d;
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hotspotMask2 *= d;
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}
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finalColor -= 0.03 * hotspotColor * hotspotMask * hotspotMask2;
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*/
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// surface noise + brighter in the middle
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float noise = rand(uv * sin(uTime));
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finalColor += 1.5 * noise * noiseMask;
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// vignette
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vec2 edge = gl_FragCoord.xy / uResolution.xy;
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edge *= 1.0 - edge.yx;
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float vig = edge.x * edge.y * 20.0;
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vig = pow(vig, 0.1);
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finalColor *= vig;
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outColor = vec4(finalColor, 1.0);
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//outColor = vec4(hotspotColor * hotspotMask * hotspotMask2, 1.0);
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}
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7
shaders/sun_SunVS.glsl
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7
shaders/sun_SunVS.glsl
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#version 330
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layout (location = 0) in vec2 pos;
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void main() {
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gl_Position = vec4(pos, 0.0f, 1);
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}
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44
sun.sprj
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44
sun.sprj
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<?xml version="1.0"?>
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<project version="2">
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<pipeline>
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<pass name="Sun" type="shader" active="true" patchverts="1">
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<shader type="vs" path="shaders/sun_SunVS.glsl" entry="main" />
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<shader type="ps" path="shaders/sun_SunPS.glsl" entry="main" />
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<inputlayout>
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<item value="Position" semantic="POSITION" />
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</inputlayout>
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<rendertexture />
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<items>
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<item name="Quad" type="geometry">
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<type>ScreenQuadNDC</type>
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<width>1</width>
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<height>1</height>
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<depth>1</depth>
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<topology>TriangleList</topology>
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</item>
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</items>
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<itemvalues />
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<variables>
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<variable type="float2" name="uResolution" system="ViewportSize" />
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<variable type="float" name="uTime" system="Time" />
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</variables>
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<macros />
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</pass>
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</pipeline>
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<objects />
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<cameras />
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<settings>
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<entry type="property" name="Sun" item="pipe" />
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<entry type="file" name="Sun" shader="vs" />
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<entry type="file" name="Sun" shader="ps" />
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<entry type="camera" fp="false">
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<distance>4</distance>
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<pitch>25</pitch>
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<yaw>319</yaw>
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<roll>360</roll>
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</entry>
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<entry type="clearcolor" r="0" g="0" b="0" a="0" />
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<entry type="usealpha" val="false" />
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</settings>
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<plugindata />
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</project>
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