Add galaxy

This commit is contained in:
Lauri Räsänen 2023-07-16 13:52:08 +03:00
parent 1c57e77c68
commit 2b9a0a9233
5 changed files with 118 additions and 1 deletions

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# Shaders # Shaders
Shader projects for [SHADERed](https://github.com/dfranx/SHADERed). GLSL shaders and projects for [SHADERed](https://github.com/dfranx/SHADERed).
## Gallery ## Gallery
![neon_pulse](/render/neon_pulse.gif) ![neon_pulse](/render/neon_pulse.gif)
![flame](/render/flame.gif) ![flame](/render/flame.gif)
![sun](/render/sun.gif) ![sun](/render/sun.gif)
![galaxy](/render/galaxy.gif)

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galaxy.sprj Normal file
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<?xml version="1.0"?>
<project version="2">
<pipeline>
<pass name="Galaxy" type="shader" active="true" patchverts="1">
<shader type="vs" path="shaders/galaxy_GalaxyVS.glsl" entry="main" />
<shader type="ps" path="shaders/galaxy_GalaxyPS.glsl" entry="main" />
<inputlayout>
<item value="Position" semantic="POSITION" />
</inputlayout>
<rendertexture />
<items>
<item name="Quad" type="geometry">
<type>ScreenQuadNDC</type>
<width>1</width>
<height>1</height>
<depth>1</depth>
<topology>TriangleList</topology>
</item>
</items>
<itemvalues />
<variables>
<variable type="float2" name="uResolution" system="ViewportSize" />
<variable type="float" name="uTime" system="Time" />
</variables>
<macros />
</pass>
</pipeline>
<objects />
<cameras />
<settings>
<entry type="property" name="Galaxy" item="pipe" />
<entry type="file" name="Galaxy" shader="vs" />
<entry type="file" name="Galaxy" shader="ps" />
<entry type="camera" fp="false">
<distance>4</distance>
<pitch>25</pitch>
<yaw>319</yaw>
<roll>360</roll>
</entry>
<entry type="clearcolor" r="0" g="0" b="0" a="0" />
<entry type="usealpha" val="false" />
</settings>
<plugindata />
</project>

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#version 330
uniform vec2 uResolution;
uniform float uTime;
out vec4 outColor;
const float PI = 3.14159;
const int CIRCLES = 2000;
const float OUTER_RAD = 1.0;
const float TILT_X = 0.05;
const float TILT_Y = 0.1;
const float CENTER_SPIN_SPEED = 1.0;
float circle(vec2 uv, vec2 center, float r0, float r1)
{
float d = length(center - uv);
return 1.0 - smoothstep(r0, r1, d);
}
float rand(vec2 co)
{
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
// https://iquilezles.org/articles/palettes/
// http://dev.thi.ng/gradients/
vec3 palette(float t)
{
vec3 a = vec3(0.838, 0.838, 0.788);
vec3 b = vec3(0.445, 0.390, 0.641);
vec3 c = vec3(0.380, 0.584, 0.380);
vec3 d = vec3(-0.272, -0.239, 0.075);
return a + b*cos(6.28318*(c*t+d));
}
void main()
{
vec2 uv = (gl_FragCoord.xy * 2.0 - uResolution.xy) / uResolution.y;
vec3 finalColor = vec3(0.0);
for (int i = 0; i < CIRCLES; i++)
{
float centerDist = rand(vec2(i));
float offset = i * PI * 2 / CIRCLES;
float distSpeed = 1.0 + (1.0 - centerDist) * CENTER_SPIN_SPEED;
float posX = sin(uTime * (TILT_X + distSpeed) + offset);
float posY = cos(uTime * (TILT_Y + distSpeed) + offset);
vec3 col = palette(centerDist + sin(uTime) * 0.5);
finalColor += circle(
uv,
vec2(
posX * OUTER_RAD * centerDist,
posY * OUTER_RAD * centerDist
),
0.0,
0.04 * (1.0 - centerDist * 0.5)
) * col;
}
outColor = vec4(finalColor,1.0);
}

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#version 330
layout (location = 0) in vec2 pos;
void main() {
gl_Position = vec4(pos, 0.0f, 1);
}