summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMatthew Kosarek <matthew@matthewkosarek.xyz>2023-08-15 07:29:58 -0400
committerMatthew Kosarek <matthew@matthewkosarek.xyz>2023-08-15 07:29:58 -0400
commit61cd8d99e6a3475eaf2bd28bc24892cf1aae0398 (patch)
tree5d7aa844cb1ef1fccb124b0e5832635ae22fed9b
parent056d4560f72a9ec281f8df31aa2a7d8241d6adf1 (diff)
WIP on the summer theme
-rw-r--r--themes/src/_shaders/sun.frag48
-rw-r--r--themes/src/_shaders/sun.vert13
-rw-r--r--themes/src/shaders/sun_frag.cpp51
-rw-r--r--themes/src/shaders/sun_frag.h4
-rw-r--r--themes/src/shaders/sun_vert.cpp15
-rw-r--r--themes/src/summer/SummerTheme.cpp4
6 files changed, 133 insertions, 2 deletions
diff --git a/themes/src/_shaders/sun.frag b/themes/src/_shaders/sun.frag
new file mode 100644
index 0000000..dabd7ea
--- /dev/null
+++ b/themes/src/_shaders/sun.frag
@@ -0,0 +1,48 @@
+varying lowp vec4 VertexColor;
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+uniform vec2 u_resolution;
+
+vec2 skew (vec2 st) {
+ vec2 r = vec2(0.0);
+ r.x = 1.1547*st.x;
+ r.y = st.y+0.5*r.x;
+ return r;
+}
+
+vec3 simplexGrid (vec2 st) {
+ vec3 xyz = vec3(0.0);
+
+ vec2 p = fract(skew(st));
+ if (p.x > p.y) {
+ xyz.xy = 1.0-vec2(p.x,p.y-p.x);
+ xyz.z = p.y;
+ } else {
+ xyz.yz = 1.0-vec2(p.x-p.y,p.y);
+ xyz.x = p.x;
+ }
+
+ return fract(xyz);
+}
+
+void main() {
+ vec2 st = gl_FragCoord.xy/u_resolution.xy;
+ vec3 color = VertexColor.xyz
+
+ // Scale the space to see the grid
+ st *= 10.;
+
+ // Show the 2D grid
+ color.rg = fract(st);
+
+ // Skew the 2D grid
+ // color.rg = fract(skew(st));
+
+ // Subdivide the grid into to equilateral triangles
+ // color = simplexGrid(st);
+
+ gl_FragColor = vec4(color,1.0);
+}
diff --git a/themes/src/_shaders/sun.vert b/themes/src/_shaders/sun.vert
index e69de29..76150f0 100644
--- a/themes/src/_shaders/sun.vert
+++ b/themes/src/_shaders/sun.vert
@@ -0,0 +1,13 @@
+
+attribute vec2 position;
+attribute vec4 color;
+attribute mat4 vMatrix;
+uniform mat4 projection;
+uniform mat4 model;
+varying lowp vec4 VertexColor;
+
+void main() {
+ vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1);
+ gl_Position = fragmentPosition;
+ VertexColor = color;
+}
diff --git a/themes/src/shaders/sun_frag.cpp b/themes/src/shaders/sun_frag.cpp
new file mode 100644
index 0000000..d5af4be
--- /dev/null
+++ b/themes/src/shaders/sun_frag.cpp
@@ -0,0 +1,51 @@
+#include "sun_frag.h"
+
+const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n"
+" \n"
+"#ifdef GL_ES \n"
+"precision mediump float; \n"
+"#endif \n"
+" \n"
+"uniform vec2 u_resolution; \n"
+" \n"
+"vec2 skew (vec2 st) { \n"
+" vec2 r = vec2(0.0); \n"
+" r.x = 1.1547*st.x; \n"
+" r.y = st.y+0.5*r.x; \n"
+" return r; \n"
+"} \n"
+" \n"
+"vec3 simplexGrid (vec2 st) { \n"
+" vec3 xyz = vec3(0.0); \n"
+" \n"
+" vec2 p = fract(skew(st)); \n"
+" if (p.x > p.y) { \n"
+" xyz.xy = 1.0-vec2(p.x,p.y-p.x); \n"
+" xyz.z = p.y; \n"
+" } else { \n"
+" xyz.yz = 1.0-vec2(p.x-p.y,p.y); \n"
+" xyz.x = p.x; \n"
+" } \n"
+" \n"
+" return fract(xyz); \n"
+"} \n"
+" \n"
+"void main() { \n"
+" vec2 st = gl_FragCoord.xy/u_resolution.xy; \n"
+" vec3 color = VertexColor.xyz \n"
+" \n"
+" // Scale the space to see the grid \n"
+" st *= 10.; \n"
+" \n"
+" // Show the 2D grid \n"
+" color.rg = fract(st); \n"
+" \n"
+" // Skew the 2D grid \n"
+" // color.rg = fract(skew(st)); \n"
+" \n"
+" // Subdivide the grid into to equilateral triangles \n"
+" // color = simplexGrid(st); \n"
+" \n"
+" gl_FragColor = vec4(color,1.0); \n"
+"} \n"
+" \n";
diff --git a/themes/src/shaders/sun_frag.h b/themes/src/shaders/sun_frag.h
new file mode 100644
index 0000000..e657cf6
--- /dev/null
+++ b/themes/src/shaders/sun_frag.h
@@ -0,0 +1,4 @@
+#ifndef SHADER_SUN_FRAG
+#define SHADER_SUN_FRAG
+extern const char* shader_sun_frag;
+#endif
diff --git a/themes/src/shaders/sun_vert.cpp b/themes/src/shaders/sun_vert.cpp
index 0049bfd..ca617c0 100644
--- a/themes/src/shaders/sun_vert.cpp
+++ b/themes/src/shaders/sun_vert.cpp
@@ -1,3 +1,16 @@
#include "sun_vert.h"
-const char* shader_sun_vert = " \n";
+const char* shader_sun_vert = " \n"
+"attribute vec2 position; \n"
+"attribute vec4 color; \n"
+"attribute mat4 vMatrix; \n"
+"uniform mat4 projection; \n"
+"uniform mat4 model; \n"
+"varying lowp vec4 VertexColor; \n"
+" \n"
+"void main() { \n"
+" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n"
+" gl_Position = fragmentPosition; \n"
+" VertexColor = color; \n"
+"} \n"
+" \n";
diff --git a/themes/src/summer/SummerTheme.cpp b/themes/src/summer/SummerTheme.cpp
index 81cc43b..6106c89 100644
--- a/themes/src/summer/SummerTheme.cpp
+++ b/themes/src/summer/SummerTheme.cpp
@@ -2,10 +2,12 @@
#include "../Renderer2d.h"
#include "../list.h"
#include "../mathlib.h"
+#include "../shaders/sun_frag.h"
+#include "../shaders/sun_vert.h"
#include <vector>
void SummerTheme::load(Renderer2d* renderer, WebglContext* context) {
- renderer->load(context);
+ renderer->load(context, shader_sun_vert, shader_sun_frag);
renderer->clearColor = Vector4(0, 181, 286, 255.f).toNormalizedColor();
sun.sectors = 180;
sun.radius = renderer->context->width / 4.f;