content/hifi-content/eric/shaders/flower.fs
2022-02-13 23:16:46 +01:00

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2.3 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 vec3 iHSLColor = vec3(0.7, 0.5, 0.5);
float hue2rgb(float f1, float f2, float hue) {
if (hue < 0.0)
hue += 1.0;
else if (hue > 1.0)
hue -= 1.0;
float res;
if ((6.0 * hue) < 1.0)
res = f1 + (f2 - f1) * 6.0 * hue;
else if ((2.0 * hue) < 1.0)
res = f2;
else if ((3.0 * hue) < 2.0)
res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
else
res = f1;
return res;
}
vec3 hsl2rgb(vec3 hsl) {
vec3 rgb;
if (hsl.y == 0.0) {
rgb = vec3(hsl.z); // Luminance
} else {
float f2;
if (hsl.z < 0.5)
f2 = hsl.z * (1.0 + hsl.y);
else
f2 = hsl.z + hsl.y - hsl.y * hsl.z;
float f1 = 2.0 * hsl.z - f2;
rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
rgb.g = hue2rgb(f1, f2, hsl.x);
rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
}
return rgb;
}
vec3 hsl2rgb(float h, float s, float l) {
return hsl2rgb(vec3(h, s, l));
}
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);
vec3 hslColor = iHSLColor + (abs(angle) * 0.02);
hslColor.z = 0.15 + pow(radius, 2.);
vec3 rgbColor = hsl2rgb(hslColor);
fragColor = vec4(rgbColor, 1.0);
}
vec4 getProceduralColor() {
vec4 result;
vec2 position = _position.xz;
position += 0.5;
mainImage(result, position * iWorldScale.xz);
return result;
}