-
Notifications
You must be signed in to change notification settings - Fork 14
/
player.frag
107 lines (98 loc) · 3.29 KB
/
player.frag
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
precision highp float;
varying vec2 uv;
uniform float pt; // playing since time
uniform float pl; // player number
uniform float S; // Seed
uniform float ex; // excitement
uniform float J; // jump
uniform float P; // playing
float disc (vec2 c, vec2 r) {
return step(length((uv - c) / r), 1.0);
}
float squircle (vec2 c, vec2 r, float p) {
vec2 v = (uv - c) / r;
return step(pow(abs(v.x), p) + pow(abs(v.y), p), 1.0);
}
vec3 env () {
return 0.1 +
0.3 * vec3(1.0, 0.9, 0.7) * smoothstep(0.4, 0.1, distance(uv, vec2(0.2, 1.2))) +
0.4 * vec3(0.8, 0.6, 1.0) * smoothstep(0.5, 0.2, distance(uv, vec2(1.3, 0.7)));
}
vec4 player (float p, float dx) {
vec4 c = vec4(0.0);
vec2 e = vec2(
min(ex, 1.0),
mix(min(ex, 1.0), min(ex-1.0, 1.0), 0.5));
// variable params
vec4 skin = 0.2 + 0.4 * pow(abs(cos(4.*p+S)), 2.0) * vec4(1.0, 0.7, 0.3, 1.0);
vec4 hair = vec4(0.5, 0.3, 0.3, 1.0);
vec4 sweater = vec4(
0.3 * (1.0 + cos(3.*p + 6.*S)),
0.2 * (1.0 + cos(7.*p + 7.*S)),
0.1+0.2 * (1.0 + sin(7.*p + 8.*S)),
1.0);
float feminity = step(sin(9.0*p+S), 0.0);
float hairSize = 0.02 + 0.02 * feminity * cos(p+S);
float walk = step(dx, -0.01) + step(0.01, dx);
float play = (1.0 - walk) * step(0.0, pt);
vec2 pos = vec2(0.5) +
// jumping cycle
J * vec2(0.0, 0.2) +
// walking cycle
walk * vec2(
0.03 * cos(4.0*pt + sin(pt)),
0.05 * abs(sin(3.0*pt))) +
// playing cycle
e * play * (1.0 - P) * vec2(
0.05 * cos(pt * (1.0 + 0.1 * sin(pt))),
0.05 * abs(sin(pt)));
vec2 pos2 = mix(pos, vec2(0.5), 0.5);
pos.x += dx;
pos2.x += dx;
// face skin
c += skin * disc(pos, vec2(0.06, 0.1));
// mouth
c *= 1.0 - (0.5 + 0.5 * feminity) * disc(pos - vec2(0.0, 0.04), vec2(0.03, 0.01));
// left eye
c *= 1.0 - disc(pos + vec2(0.03, 0.03), vec2(0.02, 0.01));
// right eye
c *= 1.0 - disc(pos + vec2(-0.03, 0.03), vec2(0.02, 0.01));
// nose
c *= 1.0 - 0.6 * disc(pos, vec2(0.01, 0.02));
// hair (also contrib to face skin color)
c += hair * disc(pos + vec2(0.0, hairSize), vec2(0.07, 0.1 + hairSize));
// left hand
c += play * (hair + skin) * disc(pos2 - vec2(
-0.2 + 0.01 * cos(5.0*pt),
0.45 - 0.1 * e.y * step(0.0, pt) * P * pow(abs(sin(8.0 * pt * (1.0 + 0.2 * cos(pt)))), 4.0)
), vec2(0.055, 0.05));
// right hand
c += play * (hair + skin) * disc(pos2 - vec2(
0.2 + 0.01 * cos(5.0*pt),
0.45 - 0.1 * e.x * step(2.0, pt) * P * pow(abs(cos(7.0 * pt)), 4.0)
), vec2(0.055, 0.05));
// neck
c += step(c.a, 0.0) * (hair + skin) *
squircle(pos - vec2(0.0, 0.10 + 0.02 * feminity),
vec2(0.05 - 0.01 * feminity, 0.03), 4.0);
// sweater
vec2 sr = vec2(
0.16 + 0.04 * sin(9.*p),
0.27 + 0.02 * cos(9.*p));
c += step(c.r+c.g+c.b, 0.0) * sweater * step(1.0,
squircle(pos - vec2(0.0, 0.35), sr * (1.0 - 0.1 * feminity), 4.0) +
disc(pos - vec2(0.0, 0.35), sr));
return c;
}
void main() {
float light = 0.6 + 0.4 * smoothstep(2.0, 0.0, distance(pt, -2.0));
vec4 c = vec4(0.0);
// main player
c += (1.0 - smoothstep(-0.0, -5.0, pt)) *
player(pl+step(pt, 0.0), -0.6 * smoothstep(-1., -5., pt));
// prev player
c += step (1.0, pl) *
player(pl+step(pt, 0.0)-1.0, 2.0 *smoothstep(-4., -1., pt));
c *= 1.0 - 1.3 * distance(uv, vec2(0.5));
gl_FragColor = vec4(light * mix(env(), c.rgb, clamp(c.a, 0.0, 1.0)), 1.0);
}