diff --git a/gfx/drivers/vulkan_shaders/pipeline_snow_simple.frag b/gfx/drivers/vulkan_shaders/pipeline_snow_simple.frag index d55983b42c..1dcc659225 100644 --- a/gfx/drivers/vulkan_shaders/pipeline_snow_simple.frag +++ b/gfx/drivers/vulkan_shaders/pipeline_snow_simple.frag @@ -1,13 +1,77 @@ #version 310 es - -layout(location = 0) in vec3 VertexCoord; +precision highp float; layout(std140, set = 0, binding = 0) uniform UBO { + vec4 OutputSize; float time; -} constants; +} global; + +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; + +float baseScale = 1.25; // [1.0 .. 10.0] +float density = 0.5; // [0.01 .. 1.0] +float speed = 0.15; // [0.1 .. 1.0] + +float rand(vec2 co) +{ + return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); +} + +float dist_func(vec2 distv) +{ + float dist = sqrt((distv.x * distv.x) + (distv.y * distv.y)) * (40.0 / baseScale); + dist = clamp(dist, 0.0, 1.0); + return cos(dist * (3.14159265358 * 0.5)) * 0.5; +} + +float random_dots(vec2 co) +{ + float part = 1.0 / 20.0; + vec2 cd = floor(co / vec2(part)); + float p = rand(cd); + + if (p > 0.005 * (density * 40.0)) + return 0.0; + + vec2 dpos = (vec2(fract(p * 2.0) , p) + vec2(2.0, 2.0)) * 0.25; + + vec2 cellpos = fract(co / part); + vec2 distv = (cellpos - dpos); + + return dist_func(distv); +} + +float snow(vec2 pos, float time, float scale) +{ + // add wobble + pos.x += cos(pos.y * 1.2 + time * 3.14159 * 2.0 + 1.0 / scale) / (8.0 / scale) * 4.0; + + // add gravity + pos += time * scale * vec2(-0.5, 1.0) * 4.0; + + return random_dots(pos / vec2(scale)) * (scale * 0.5 + 0.5); +} void main() { - gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0); + float tim = global.time * 0.4 * speed; + vec2 pos = vTexCoord.xy / global.OutputSize.xx; + float a = 0.0; + + // Each of these is a layer of snow + // Remove some for better performance + // Changing the scale (3rd value) will mess with the looping + a += snow(pos, tim, 1.0); + a += snow(pos, tim, 0.7); + a += snow(pos, tim, 0.6); + a += snow(pos, tim, 0.5); + a += snow(pos, tim, 0.4); + a += snow(pos, tim, 0.3); + a += snow(pos, tim, 0.25); + a += snow(pos, tim, 0.125); + a = a * min(pos.y * 4.0, 1.0); + + FragColor = vec4(1.0, 1.0, 1.0, a); } diff --git a/gfx/drivers/vulkan_shaders/pipeline_snow_simple.vert b/gfx/drivers/vulkan_shaders/pipeline_snow_simple.vert index a850e7aee9..0f6f87681e 100644 --- a/gfx/drivers/vulkan_shaders/pipeline_snow_simple.vert +++ b/gfx/drivers/vulkan_shaders/pipeline_snow_simple.vert @@ -1,66 +1,15 @@ #version 310 es -precision highp float; +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; layout(std140, set = 0, binding = 0) uniform UBO { - float time; -} constants; - -layout(location = 0) out vec4 FragColor; - - vec2 res = vec2(1920*3, 1080*3); - - // High quality = larger patterns - // quality * 84 is the number of seconds in a loop - float quality = 8.0; - - float Cellular2D(vec2 P) { - // https://github.com/BrianSharpe/Wombat/blob/master/Cellular2D.glsl - vec2 Pi = floor(P); - vec2 Pf = P - Pi; - vec2 Pt = vec2( Pi.x, Pi.y + 1.0 ); - Pt = Pt - floor(Pt * ( 1.0 / 71.0 )) * 71.0; - Pt += vec2( 26.0, 161.0 ).xy; - Pt *= Pt; - Pt = Pt.xy * Pt.yx; - float hash_x = fract( Pt * ( 1.0 / 951.135664 ) ).x * 2.0 - 1.0; - float hash_y = fract( Pt * ( 1.0 / 642.949883 ) ).y * 2.0 - 1.0; - const float JITTER_WINDOW = 0.25; - hash_x = ( ( hash_x * hash_x * hash_x ) - sign( hash_x ) ) * JITTER_WINDOW; - hash_y = ( ( hash_y * hash_y * hash_y ) - sign( hash_y ) ) * JITTER_WINDOW; - vec2 dd = vec2(Pf.x - hash_x, Pf.y - hash_y); - float d = dd.x * dd.x + dd.y * dd.y; - return d * ( 1.0 / 1.125 ); - } - - float snow(vec2 pos, float time, float scale) { - // add wobble - pos.x += cos(pos.y*4.0 + time*3.14159*2.0 + 1.0/scale)/(8.0/scale); - // add gravity - pos += time*scale*vec2(-0.5, 1.0); - return max( - 1.0 - Cellular2D(mod(pos/scale, scale*quality)*16.0)*1024.0, - 0.0 - ) * (scale*0.5 + 0.5); - } + mat4 MVP; +} global; void main() { - float winscale = max(res.x, res.y); - float tim = mod(constants.time/800.0, 84.0*quality); - vec2 pos = gl_FragCoord.xy/winscale; - float a = 0.0; - // Each of these is a layer of snow - // Remove some for better performance - // Changing the scale (3rd value) will mess with the looping - a += snow(pos, tim, 1.0); - a += snow(pos, tim, 0.7); - a += snow(pos, tim, 0.6); - a += snow(pos, tim, 0.5); - a += snow(pos, tim, 0.4); - a += snow(pos, tim, 0.3); - a += snow(pos, tim, 0.25); - a += snow(pos, tim, 0.125); - a = a * min(pos.y*4.0, 1.0); - FragColor = vec4(1.0, 1.0, 1.0, a); + gl_Position = global.MVP * vec4(TexCoord, 0.0, 1.0); + vTexCoord = TexCoord; }