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2026-04-29 21:54:47 +01:00
commit 02241bbd9e
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#version 120
uniform vec2 resolution; // 720x480
uniform vec2 offset; // padding in pixels
uniform float scale; // scale factor
uniform vec2 torch_lights[32];
uniform int num_torches;
uniform float time_sec;
uniform float lorentz_field;
// External snippet
// Simplex 2D noise
// Source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// End of external snippet.
void main() {
vec2 virtual_coord = (gl_FragCoord.xy - offset) / scale;
if (virtual_coord.x < 0.0 || virtual_coord.x > resolution.x ||
virtual_coord.y < 0.0 || virtual_coord.y > resolution.y) {
return;
}
// tint
vec3 lf_color = vec3(3.0/255.0, 9.0/255.0, 42.0/255.0);
vec3 tint = mix(vec3(0.0), lf_color, lorentz_field);
// radii
float p_i_radius = mix(100.0, 120.0, lorentz_field);
float p_o_radius = mix(340.0, 235.0, lorentz_field);
float t_i_radius = 10.0;
float t_o_radius = 160.0;
// player is always at screen center in virtual coords
vec2 player_screen = vec2(resolution.x / 2.0, resolution.y / 2.0);
float light_strength = 0.0;
// Player light
float d = distance(virtual_coord, player_screen);
if (d < p_i_radius) {
light_strength = 1.0;
} else if (d < p_o_radius) {
float t = (d - p_i_radius) / (p_o_radius - p_i_radius);
light_strength = 1.0 - t;
}
// Torch lights
for (int i = 0; i < num_torches; i++) {
float td = distance(virtual_coord, torch_lights[i]);
float strength = 0.0;
if (td < t_i_radius) {
strength = 1.0;
} else if (td < t_o_radius) {
float t = (td - t_i_radius) / (t_o_radius - t_i_radius);
strength = 1.0 - t;
}
light_strength += strength;
}
light_strength = clamp(light_strength, 0.0, 1.0);
// Noise
float noise = (snoise(virtual_coord / resolution * 3.0 + vec2(time_sec * 0.25, 0)) + 1.0) / 2.0;
float t = 1.0 - light_strength;
float alpha = clamp(t * (1.0 + noise), 0.0, 1.0);
gl_FragColor = vec4(tint, alpha);
}
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#version 120
void main() {
gl_Position = gl_Vertex;
}