overte-Armored-Dragon/unpublishedScripts/DomainContent/Home/plant/flower.fs
2016-03-07 18:18:38 -08:00

63 lines
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1.6 KiB
GLSL

//
// 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;
}