diff options
| author | Matt Kosarek <matt.kosarek@canonical.com> | 2026-07-08 09:07:55 -0400 |
|---|---|---|
| committer | Matt Kosarek <matt.kosarek@canonical.com> | 2026-07-08 09:07:55 -0400 |
| commit | c8938fe29132a11126013ed1b010c3092f5645e4 (patch) | |
| tree | f6a6cd0603f25d51c08e302cc4342c28f9e10806 /themes/src/_shaders | |
| parent | 418396ee5100eda8f6bc036ea35dbbe44db2f91a (diff) | |
feature: improved summer scene
Diffstat (limited to 'themes/src/_shaders')
| -rw-r--r-- | themes/src/_shaders/sky.frag | 78 | ||||
| -rw-r--r-- | themes/src/_shaders/sky.vert | 10 | ||||
| -rw-r--r-- | themes/src/_shaders/water.frag | 63 | ||||
| -rw-r--r-- | themes/src/_shaders/water.vert | 63 |
4 files changed, 214 insertions, 0 deletions
diff --git a/themes/src/_shaders/sky.frag b/themes/src/_shaders/sky.frag new file mode 100644 index 0000000..a2eb18b --- /dev/null +++ b/themes/src/_shaders/sky.frag @@ -0,0 +1,78 @@ +precision highp float; + +varying vec2 vUv; + +uniform float time; // seconds, for slow cloud drift +uniform float horizon; // screen-space y of the water horizon (~0.5) + +float hash(vec2 p) { + p = fract(p * vec2(123.34, 456.21)); + p += dot(p, p + 45.32); + return fract(p.x * p.y); +} + +float valueNoise(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); +} + +float fbm(vec2 p) { + float v = 0.0; + float amp = 0.5; + for (int i = 0; i < 4; i++) { + v += amp * valueNoise(p); + p *= 2.0; + amp *= 0.5; + } + return v; +} + +const vec3 SKY_HORIZON = vec3(0.80, 0.88, 0.98); // matches water horizon fade +const vec3 SKY_TOP = vec3(0.22, 0.48, 0.86); // deeper zenith blue +const vec3 CLOUD_COLOR = vec3(1.00, 0.98, 0.95); // white, slightly warm + +const float DEPTH_BIAS = 0.05; // caps frequency at the horizon (larger = gentler shrink) +const float CLOUD_FREQ = 2.7; // overall cloud scale (larger = more, smaller clouds) +const float X_STRETCH = 0.35; // < 1 stretches clouds horizontally -> wispy +const float CLOUD_THRESH = 0.55; // coverage cutoff; higher = sparser sky +const float CLOUD_SOFT = 0.22; // edge softness of the cloud mask +const float CLOUD_OPACITY = 0.85; // max cloud whiteness +const float DRIFT_SPEED = 0.03; // slow lateral drift (noise units / sec) +const float H_FADE = 0.12; // band over which clouds fade in above horizon + +void main() { + // Height above the water horizon: 0 at the waterline, (1 - horizon) at the top. + float above = max(vUv.y - horizon, 0.0); + + // Vertical gradient. + float g = clamp(above / (1.0 - horizon), 0.0, 1.0); + vec3 col = mix(SKY_HORIZON, SKY_TOP, pow(g, 0.75)); + float haze = 1.0 - smoothstep(0.0, 0.35, g); + col += vec3(0.06, 0.04, 0.00) * haze; + + // Flat cloud-ceiling perspective: distance along the view ~ 1/above, so + // features shrink AND compress vertically toward the horizon. + float depth = 1.0 / (above + DEPTH_BIAS); + vec2 q; + q.x = (vUv.x - 0.5) * depth; + q.y = depth; + + vec2 p = vec2(q.x * X_STRETCH, q.y) * CLOUD_FREQ; + p.x += time * DRIFT_SPEED; + + float n = fbm(p); + float cloud = smoothstep(CLOUD_THRESH, CLOUD_THRESH + CLOUD_SOFT, n); + + // Fade clouds into the haze right at the horizon. + cloud *= smoothstep(0.0, H_FADE, above); + + col = mix(col, CLOUD_COLOR, cloud * CLOUD_OPACITY); + + gl_FragColor = vec4(col, 1.0); +} diff --git a/themes/src/_shaders/sky.vert b/themes/src/_shaders/sky.vert new file mode 100644 index 0000000..249603c --- /dev/null +++ b/themes/src/_shaders/sky.vert @@ -0,0 +1,10 @@ +precision highp float; + +attribute vec2 position; // fullscreen quad, clip-space corners in [-1, 1] + +varying vec2 vUv; + +void main() { + vUv = position * 0.5 + 0.5; // uv.y = 0 bottom, 1 top + gl_Position = vec4(position, 0.0, 1.0); +} diff --git a/themes/src/_shaders/water.frag b/themes/src/_shaders/water.frag new file mode 100644 index 0000000..0ceffeb --- /dev/null +++ b/themes/src/_shaders/water.frag @@ -0,0 +1,63 @@ +precision highp float; + +varying vec3 vWorldPos; +varying vec3 vNormal; + +uniform vec3 cameraPos; +uniform vec3 sunDir; // normalized direction from the water toward the sun +uniform vec3 sunColor; +uniform float time; + +float hash(vec2 p) { + p = fract(p * vec2(123.34, 456.21)); + p += dot(p, p + 45.32); + return fract(p.x * p.y); +} + +float valueNoise(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); +} + +void main() { + vec3 N = normalize(vNormal); + vec3 V = normalize(cameraPos - vWorldPos); + + // Fresnel (Schlick). + float f0 = 0.02; + float fres = f0 + (1.0 - f0) * pow(1.0 - max(dot(N, V), 0.0), 5.0); + + // Refraction: depth-tinted water body, wobbled by the surface normal. + float depth01 = clamp((vWorldPos.z + 350.0) / 400.0, 0.0, 1.0); + float wob = (N.x + N.z) * 0.5; + vec3 shallow = vec3(0.10, 0.55, 0.60); + vec3 deep = vec3(0.02, 0.14, 0.28); + vec3 refractCol = mix(shallow, deep, clamp(depth01 + wob * 0.15, 0.0, 1.0)); + + // Reflection: sky gradient + reflected sun glow + broken-up specular glitter. + vec3 R = reflect(-V, N); + vec3 skyHorizon = vec3(0.80, 0.88, 0.98); + vec3 skyTop = vec3(0.30, 0.55, 0.95); + float skyT = clamp(R.y * 2.0, 0.0, 1.0); + vec3 reflectCol = mix(skyHorizon, skyTop, skyT); + + float sunAmt = max(dot(R, sunDir), 0.0); + reflectCol += sunColor * pow(sunAmt, 8.0) * 0.6; + float sparkle = valueNoise(vWorldPos.xz * 0.5 + vec2(time * 1.3, time * 0.7)); + float spec = pow(sunAmt, 200.0) * smoothstep(0.55, 0.9, sparkle); + reflectCol += sunColor * spec * 4.0; + + vec3 color = mix(refractCol, reflectCol, fres); + + // Horizon haze: hide the far straight edge of the plane by fading to sky. + float horizonFade = clamp((vWorldPos.z + 350.0) / 90.0, 0.0, 1.0); + color = mix(skyHorizon, color, horizonFade); + + gl_FragColor = vec4(color, 1.0); // opaque -> occludes the sun below the waterline +} diff --git a/themes/src/_shaders/water.vert b/themes/src/_shaders/water.vert new file mode 100644 index 0000000..7121ab1 --- /dev/null +++ b/themes/src/_shaders/water.vert @@ -0,0 +1,63 @@ +precision highp float; + +attribute vec2 position; // local (x, z) on the plane + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform float time; +uniform float amplitude; + +varying vec3 vWorldPos; +varying vec3 vNormal; + +float hash(vec2 p) { + p = fract(p * vec2(123.34, 456.21)); + p += dot(p, p + 45.32); + return fract(p.x * p.y); +} + +float valueNoise(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); +} + +// Irregular height: non-harmonic directional sines plus two octaves of +// scrolling value noise so it never reads as a single clean wave. +float waveHeight(vec2 p, float t) { + float h = 0.0; + h += 0.30 * sin(dot(p, vec2(0.90, 0.30)) * 0.35 + t * 1.1); + h += 0.20 * sin(dot(p, vec2(-0.40, 1.00)) * 0.55 - t * 1.7); + h += 0.12 * sin(dot(p, vec2(0.70, -0.80)) * 0.90 + t * 2.3); + h += 0.08 * sin(dot(p, vec2(1.00, 0.60)) * 1.60 - t * 3.1); + h += 0.18 * (valueNoise(p * 0.25 + vec2(t * 0.15, t * 0.10)) - 0.5); + h += 0.09 * (valueNoise(p * 0.70 - vec2(t * 0.20, 0.0)) - 0.5); + return h; +} + +void main() { + vec2 p = position; + float t = time; + + float h = waveHeight(p, t) * amplitude; + + // Analytic normal via central differences of the same height function. + float e = 2.0; + float hL = waveHeight(p - vec2(e, 0.0), t) * amplitude; + float hR = waveHeight(p + vec2(e, 0.0), t) * amplitude; + float hD = waveHeight(p - vec2(0.0, e), t) * amplitude; + float hU = waveHeight(p + vec2(0.0, e), t) * amplitude; + vec3 N = normalize(vec3(hL - hR, 2.0 * e, hD - hU)); + + vec4 worldPos = model * vec4(p.x, h, p.y, 1.0); + vWorldPos = worldPos.xyz; + vNormal = N; // model is translation-only, so no normal matrix needed + + gl_Position = projection * view * worldPos; +} |
