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| 1 | +// Based on p5.strands: Introduction to Shaders By Luke Plowden |
| 2 | +// https://beta.p5js.org/tutorials/intro-to-p5-strands/ |
| 3 | + |
| 4 | +import '../../types/global' |
| 5 | + |
| 6 | +let starShader: p5.Shader; |
| 7 | +let starStrokeShader: p5.Shader; |
| 8 | +let stars: p5.Geometry; |
| 9 | +let originalImage: p5.Framebuffer; |
| 10 | +let pixelateShader: p5.Shader; |
| 11 | +let fresnelShader: p5.Shader; |
| 12 | +let bloomShader: p5.Shader; |
| 13 | + |
| 14 | +function fresnelShaderCallback() { |
| 15 | + const fresnelPower = uniformFloat(2); |
| 16 | + const fresnelBias = uniformFloat(-0.1); |
| 17 | + const fresnelScale = uniformFloat(2); |
| 18 | + |
| 19 | + getCameraInputs((inputs) => { |
| 20 | + let n = normalize(inputs.normal); |
| 21 | + let v = normalize(-inputs.position); |
| 22 | + let base = 1.0 - dot(n, v); |
| 23 | + let fresnel = fresnelScale * pow(base, fresnelPower) + fresnelBias; |
| 24 | + let col = mix([0, 0, 0], [1, .5, .7], fresnel); |
| 25 | + inputs.color = [col, 1]; |
| 26 | + return inputs; |
| 27 | + }); |
| 28 | +} |
| 29 | + |
| 30 | +function starShaderCallback() { |
| 31 | + const time = uniformFloat(() => millis()); |
| 32 | + const skyRadius = uniformFloat(250); |
| 33 | + const testVec = uniformVector2(() => 123); |
| 34 | + const testSharedVec = sharedVec2(); |
| 35 | + const testSharedVector = sharedVector2(); |
| 36 | + const testVaryingVec = varyingVec2(); |
| 37 | + const testVaryingVector = varyingVector2(); |
| 38 | + |
| 39 | + function rand2(st) { |
| 40 | + return fract(sin(dot(st, [12.9898, 78.233])) * 43758.5453123); |
| 41 | + } |
| 42 | + |
| 43 | + function semiSphere() { |
| 44 | + let id = instanceID(); |
| 45 | + let theta = rand2([id, 0.1234]) * TWO_PI + time / 100000; |
| 46 | + let phi = rand2([id, 3.321]) * PI + time / 50000; |
| 47 | + |
| 48 | + let r = skyRadius; |
| 49 | + r *= sin(phi); |
| 50 | + let x = r * sin(phi) * cos(theta); |
| 51 | + let y = r * 1.5 * cos(phi); |
| 52 | + let z = r * sin(phi) * sin(theta); |
| 53 | + return [x, y, z]; |
| 54 | + } |
| 55 | + |
| 56 | + getWorldInputs((inputs) => { |
| 57 | + inputs.position += semiSphere(); |
| 58 | + return inputs; |
| 59 | + }); |
| 60 | + |
| 61 | + getObjectInputs((inputs) => { |
| 62 | + let size = 1 + 0.5 * sin(time * 0.002 + instanceID()); |
| 63 | + inputs.position *= size; |
| 64 | + return inputs; |
| 65 | + }); |
| 66 | +} |
| 67 | + |
| 68 | +function pixelateShaderCallback() { |
| 69 | + const pixelCountX = uniformFloat(()=> 280); |
| 70 | + |
| 71 | + getColor((inputs, canvasContent) => { |
| 72 | + const aspectRatio = inputs.canvasSize.x / inputs.canvasSize.y; |
| 73 | + const pixelSize = [pixelCountX, pixelCountX / aspectRatio]; |
| 74 | + |
| 75 | + let coord = inputs.texCoord; |
| 76 | + // @ts-ignore |
| 77 | + coord = floor(coord * pixelSize) / pixelSize; |
| 78 | + |
| 79 | + let col = getTexture(canvasContent, coord); |
| 80 | + return col//[coord, 0, 1]; |
| 81 | + }); |
| 82 | +} |
| 83 | + |
| 84 | +function bloomShaderCallback() { |
| 85 | + const preBlur = uniformSampler2D(() => originalImage); |
| 86 | + |
| 87 | + getColor((input, canvasContent) => { |
| 88 | + const blurredCol = getTexture(canvasContent, input.texCoord); |
| 89 | + const originalCol = getTexture(preBlur, input.texCoord); |
| 90 | + |
| 91 | + const intensity = max(originalCol, 0.1) * 12.2; |
| 92 | + |
| 93 | + const bloom = originalCol + blurredCol * intensity; |
| 94 | + return [bloom.rgb, 1]; |
| 95 | + }); |
| 96 | +} |
| 97 | + |
| 98 | +async function setup(){ |
| 99 | + createCanvas(800, 600, WEBGL); |
| 100 | + pixelDensity(1); |
| 101 | + stars = buildGeometry(() => sphere(8, 4, 2)) |
| 102 | + originalImage = createFramebuffer(); |
| 103 | + |
| 104 | + starShader = baseMaterialShader().modify(starShaderCallback); |
| 105 | + starStrokeShader = baseStrokeShader().modify(starShaderCallback) |
| 106 | + fresnelShader = baseColorShader().modify(fresnelShaderCallback); |
| 107 | + bloomShader = baseFilterShader().modify(bloomShaderCallback); |
| 108 | + pixelateShader = baseFilterShader().modify(pixelateShaderCallback); |
| 109 | +} |
| 110 | + |
| 111 | +function draw(){ |
| 112 | + originalImage.begin(); |
| 113 | + background(0); |
| 114 | + orbitControl(); |
| 115 | + |
| 116 | + push() |
| 117 | + strokeWeight(2) |
| 118 | + stroke(255,0,0) |
| 119 | + rotateX(PI/2 + millis() * 0.0005); |
| 120 | + fill(255,100, 150) |
| 121 | + strokeShader(starStrokeShader) |
| 122 | + shader(starShader); |
| 123 | + model(stars, 1000); |
| 124 | + pop() |
| 125 | + |
| 126 | + push() |
| 127 | + shader(fresnelShader) |
| 128 | + noStroke() |
| 129 | + sphere(90); |
| 130 | + filter(pixelateShader); |
| 131 | + pop() |
| 132 | + |
| 133 | + originalImage.end(); |
| 134 | + |
| 135 | + imageMode(CENTER) |
| 136 | + image(originalImage, 0, 0) |
| 137 | + |
| 138 | + filter(BLUR, 15) |
| 139 | + filter(bloomShader); |
| 140 | +} |
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