// // flowers.fs // examples/homeContent/plant // // Created by Eric Levin on 3/7/16. // Copyright 2016 High Fidelity, Inc. // // This fragment shader is designed to shader a sphere to create the effect of a blooming flower // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html #define TWO_PI 6.28318530718 uniform float iBloomPct = 0.2; uniform float hueAngleRange = 20.0; uniform float hueOffset = 0.5; vec3 hsb2rgb( in vec3 c ){ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0 ); rgb = rgb*rgb*(3.0-2.0*rgb); return c.z * mix( vec3(1.0), rgb, c.y); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 st = fragCoord.xy/iWorldScale.xz; vec3 color = vec3(0.0, 0.0, 0.0); vec2 toCenter = vec2(0.5) - st; float angle = atan(toCenter.y, toCenter.x); float radius = length(toCenter) * 2.0; // Second check is so we discard the top half of the sphere if ( iBloomPct < radius || _position.y > 0) { discard; } // simulate ambient occlusion float brightness = pow(radius, 0.8); float hueTimeOffset = sin(iGlobalTime * 0.01) + hueOffset; color = hsb2rgb(vec3( abs(angle/hueAngleRange) + hueTimeOffset, 0.7, brightness)); fragColor = vec4(color, 1.0); } vec4 getProceduralColor() { vec4 result; vec2 position = _position.xz; position += 0.5; mainImage(result, position * iWorldScale.xz); return result; }