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.cpp | 81 | ||||
| -rw-r--r-- | themes/src/shaders/sky_frag.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/sky_vert.cpp | 13 | ||||
| -rw-r--r-- | themes/src/shaders/sky_vert.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/water_frag.cpp | 66 | ||||
| -rw-r--r-- | themes/src/shaders/water_frag.h | 4 | ||||
| -rw-r--r-- | themes/src/shaders/water_vert.cpp | 66 | ||||
| -rw-r--r-- | themes/src/shaders/water_vert.h | 4 |
8 files changed, 242 insertions, 0 deletions
diff --git a/themes/src/shaders/sky_frag.cpp b/themes/src/shaders/sky_frag.cpp new file mode 100644 index 0000000..400f07c --- /dev/null +++ b/themes/src/shaders/sky_frag.cpp @@ -0,0 +1,81 @@ +#include "sky_frag.h" + +const char* shader_sky_frag = "precision highp float; \n" +" \n" +"varying vec2 vUv; \n" +" \n" +"uniform float time; // seconds, for slow cloud drift \n" +"uniform float horizon; // screen-space y of the water horizon (~0.5) \n" +" \n" +"float hash(vec2 p) { \n" +" p = fract(p * vec2(123.34, 456.21)); \n" +" p += dot(p, p + 45.32); \n" +" return fract(p.x * p.y); \n" +"} \n" +" \n" +"float valueNoise(vec2 p) { \n" +" vec2 i = floor(p); \n" +" vec2 f = fract(p); \n" +" float a = hash(i); \n" +" float b = hash(i + vec2(1.0, 0.0)); \n" +" float c = hash(i + vec2(0.0, 1.0)); \n" +" float d = hash(i + vec2(1.0, 1.0)); \n" +" vec2 u = f * f * (3.0 - 2.0 * f); \n" +" return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); \n" +"} \n" +" \n" +"float fbm(vec2 p) { \n" +" float v = 0.0; \n" +" float amp = 0.5; \n" +" for (int i = 0; i < 4; i++) { \n" +" v += amp * valueNoise(p); \n" +" p *= 2.0; \n" +" amp *= 0.5; \n" +" } \n" +" return v; \n" +"} \n" +" \n" +"const vec3 SKY_HORIZON = vec3(0.80, 0.88, 0.98); // matches water horizon fade \n" +"const vec3 SKY_TOP = vec3(0.22, 0.48, 0.86); // deeper zenith blue \n" +"const vec3 CLOUD_COLOR = vec3(1.00, 0.98, 0.95); // white, slightly warm \n" +" \n" +"const float DEPTH_BIAS = 0.05; // caps frequency at the horizon (larger = gentler shrink) \n" +"const float CLOUD_FREQ = 2.7; // overall cloud scale (larger = more, smaller clouds) \n" +"const float X_STRETCH = 0.35; // < 1 stretches clouds horizontally -> wispy \n" +"const float CLOUD_THRESH = 0.55; // coverage cutoff; higher = sparser sky \n" +"const float CLOUD_SOFT = 0.22; // edge softness of the cloud mask \n" +"const float CLOUD_OPACITY = 0.85; // max cloud whiteness \n" +"const float DRIFT_SPEED = 0.03; // slow lateral drift (noise units / sec) \n" +"const float H_FADE = 0.12; // band over which clouds fade in above horizon \n" +" \n" +"void main() { \n" +" // Height above the water horizon: 0 at the waterline, (1 - horizon) at the top. \n" +" float above = max(vUv.y - horizon, 0.0); \n" +" \n" +" // Vertical gradient. \n" +" float g = clamp(above / (1.0 - horizon), 0.0, 1.0); \n" +" vec3 col = mix(SKY_HORIZON, SKY_TOP, pow(g, 0.75)); \n" +" float haze = 1.0 - smoothstep(0.0, 0.35, g); \n" +" col += vec3(0.06, 0.04, 0.00) * haze; \n" +" \n" +" // Flat cloud-ceiling perspective: distance along the view ~ 1/above, so \n" +" // features shrink AND compress vertically toward the horizon. \n" +" float depth = 1.0 / (above + DEPTH_BIAS); \n" +" vec2 q; \n" +" q.x = (vUv.x - 0.5) * depth; \n" +" q.y = depth; \n" +" \n" +" vec2 p = vec2(q.x * X_STRETCH, q.y) * CLOUD_FREQ; \n" +" p.x += time * DRIFT_SPEED; \n" +" \n" +" float n = fbm(p); \n" +" float cloud = smoothstep(CLOUD_THRESH, CLOUD_THRESH + CLOUD_SOFT, n); \n" +" \n" +" // Fade clouds into the haze right at the horizon. \n" +" cloud *= smoothstep(0.0, H_FADE, above); \n" +" \n" +" col = mix(col, CLOUD_COLOR, cloud * CLOUD_OPACITY); \n" +" \n" +" gl_FragColor = vec4(col, 1.0); \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/sky_frag.h b/themes/src/shaders/sky_frag.h new file mode 100644 index 0000000..886b6eb --- /dev/null +++ b/themes/src/shaders/sky_frag.h @@ -0,0 +1,4 @@ +#ifndef SHADER_SKY_FRAG +#define SHADER_SKY_FRAG +extern const char* shader_sky_frag; +#endif diff --git a/themes/src/shaders/sky_vert.cpp b/themes/src/shaders/sky_vert.cpp new file mode 100644 index 0000000..b43aa73 --- /dev/null +++ b/themes/src/shaders/sky_vert.cpp @@ -0,0 +1,13 @@ +#include "sky_vert.h" + +const char* shader_sky_vert = "precision highp float; \n" +" \n" +"attribute vec2 position; // fullscreen quad, clip-space corners in [-1, 1] \n" +" \n" +"varying vec2 vUv; \n" +" \n" +"void main() { \n" +" vUv = position * 0.5 + 0.5; // uv.y = 0 bottom, 1 top \n" +" gl_Position = vec4(position, 0.0, 1.0); \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/sky_vert.h b/themes/src/shaders/sky_vert.h new file mode 100644 index 0000000..114fe63 --- /dev/null +++ b/themes/src/shaders/sky_vert.h @@ -0,0 +1,4 @@ +#ifndef SHADER_SKY_VERT +#define SHADER_SKY_VERT +extern const char* shader_sky_vert; +#endif diff --git a/themes/src/shaders/water_frag.cpp b/themes/src/shaders/water_frag.cpp new file mode 100644 index 0000000..91c50f9 --- /dev/null +++ b/themes/src/shaders/water_frag.cpp @@ -0,0 +1,66 @@ +#include "water_frag.h" + +const char* shader_water_frag = "precision highp float; \n" +" \n" +"varying vec3 vWorldPos; \n" +"varying vec3 vNormal; \n" +" \n" +"uniform vec3 cameraPos; \n" +"uniform vec3 sunDir; // normalized direction from the water toward the sun \n" +"uniform vec3 sunColor; \n" +"uniform float time; \n" +" \n" +"float hash(vec2 p) { \n" +" p = fract(p * vec2(123.34, 456.21)); \n" +" p += dot(p, p + 45.32); \n" +" return fract(p.x * p.y); \n" +"} \n" +" \n" +"float valueNoise(vec2 p) { \n" +" vec2 i = floor(p); \n" +" vec2 f = fract(p); \n" +" float a = hash(i); \n" +" float b = hash(i + vec2(1.0, 0.0)); \n" +" float c = hash(i + vec2(0.0, 1.0)); \n" +" float d = hash(i + vec2(1.0, 1.0)); \n" +" vec2 u = f * f * (3.0 - 2.0 * f); \n" +" return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); \n" +"} \n" +" \n" +"void main() { \n" +" vec3 N = normalize(vNormal); \n" +" vec3 V = normalize(cameraPos - vWorldPos); \n" +" \n" +" // Fresnel (Schlick). \n" +" float f0 = 0.02; \n" +" float fres = f0 + (1.0 - f0) * pow(1.0 - max(dot(N, V), 0.0), 5.0); \n" +" \n" +" // Refraction: depth-tinted water body, wobbled by the surface normal. \n" +" float depth01 = clamp((vWorldPos.z + 350.0) / 400.0, 0.0, 1.0); \n" +" float wob = (N.x + N.z) * 0.5; \n" +" vec3 shallow = vec3(0.10, 0.55, 0.60); \n" +" vec3 deep = vec3(0.02, 0.14, 0.28); \n" +" vec3 refractCol = mix(shallow, deep, clamp(depth01 + wob * 0.15, 0.0, 1.0)); \n" +" \n" +" // Reflection: sky gradient + reflected sun glow + broken-up specular glitter. \n" +" vec3 R = reflect(-V, N); \n" +" vec3 skyHorizon = vec3(0.80, 0.88, 0.98); \n" +" vec3 skyTop = vec3(0.30, 0.55, 0.95); \n" +" float skyT = clamp(R.y * 2.0, 0.0, 1.0); \n" +" vec3 reflectCol = mix(skyHorizon, skyTop, skyT); \n" +" \n" +" float sunAmt = max(dot(R, sunDir), 0.0); \n" +" reflectCol += sunColor * pow(sunAmt, 8.0) * 0.6; \n" +" float sparkle = valueNoise(vWorldPos.xz * 0.5 + vec2(time * 1.3, time * 0.7)); \n" +" float spec = pow(sunAmt, 200.0) * smoothstep(0.55, 0.9, sparkle); \n" +" reflectCol += sunColor * spec * 4.0; \n" +" \n" +" vec3 color = mix(refractCol, reflectCol, fres); \n" +" \n" +" // Horizon haze: hide the far straight edge of the plane by fading to sky. \n" +" float horizonFade = clamp((vWorldPos.z + 350.0) / 90.0, 0.0, 1.0); \n" +" color = mix(skyHorizon, color, horizonFade); \n" +" \n" +" gl_FragColor = vec4(color, 1.0); // opaque -> occludes the sun below the waterline \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/water_frag.h b/themes/src/shaders/water_frag.h new file mode 100644 index 0000000..104cb04 --- /dev/null +++ b/themes/src/shaders/water_frag.h @@ -0,0 +1,4 @@ +#ifndef SHADER_WATER_FRAG +#define SHADER_WATER_FRAG +extern const char* shader_water_frag; +#endif diff --git a/themes/src/shaders/water_vert.cpp b/themes/src/shaders/water_vert.cpp new file mode 100644 index 0000000..44dabd8 --- /dev/null +++ b/themes/src/shaders/water_vert.cpp @@ -0,0 +1,66 @@ +#include "water_vert.h" + +const char* shader_water_vert = "precision highp float; \n" +" \n" +"attribute vec2 position; // local (x, z) on the plane \n" +" \n" +"uniform mat4 projection; \n" +"uniform mat4 view; \n" +"uniform mat4 model; \n" +"uniform float time; \n" +"uniform float amplitude; \n" +" \n" +"varying vec3 vWorldPos; \n" +"varying vec3 vNormal; \n" +" \n" +"float hash(vec2 p) { \n" +" p = fract(p * vec2(123.34, 456.21)); \n" +" p += dot(p, p + 45.32); \n" +" return fract(p.x * p.y); \n" +"} \n" +" \n" +"float valueNoise(vec2 p) { \n" +" vec2 i = floor(p); \n" +" vec2 f = fract(p); \n" +" float a = hash(i); \n" +" float b = hash(i + vec2(1.0, 0.0)); \n" +" float c = hash(i + vec2(0.0, 1.0)); \n" +" float d = hash(i + vec2(1.0, 1.0)); \n" +" vec2 u = f * f * (3.0 - 2.0 * f); \n" +" return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); \n" +"} \n" +" \n" +"// Irregular height: non-harmonic directional sines plus two octaves of \n" +"// scrolling value noise so it never reads as a single clean wave. \n" +"float waveHeight(vec2 p, float t) { \n" +" float h = 0.0; \n" +" h += 0.30 * sin(dot(p, vec2(0.90, 0.30)) * 0.35 + t * 1.1); \n" +" h += 0.20 * sin(dot(p, vec2(-0.40, 1.00)) * 0.55 - t * 1.7); \n" +" h += 0.12 * sin(dot(p, vec2(0.70, -0.80)) * 0.90 + t * 2.3); \n" +" h += 0.08 * sin(dot(p, vec2(1.00, 0.60)) * 1.60 - t * 3.1); \n" +" h += 0.18 * (valueNoise(p * 0.25 + vec2(t * 0.15, t * 0.10)) - 0.5); \n" +" h += 0.09 * (valueNoise(p * 0.70 - vec2(t * 0.20, 0.0)) - 0.5); \n" +" return h; \n" +"} \n" +" \n" +"void main() { \n" +" vec2 p = position; \n" +" float t = time; \n" +" \n" +" float h = waveHeight(p, t) * amplitude; \n" +" \n" +" // Analytic normal via central differences of the same height function. \n" +" float e = 2.0; \n" +" float hL = waveHeight(p - vec2(e, 0.0), t) * amplitude; \n" +" float hR = waveHeight(p + vec2(e, 0.0), t) * amplitude; \n" +" float hD = waveHeight(p - vec2(0.0, e), t) * amplitude; \n" +" float hU = waveHeight(p + vec2(0.0, e), t) * amplitude; \n" +" vec3 N = normalize(vec3(hL - hR, 2.0 * e, hD - hU)); \n" +" \n" +" vec4 worldPos = model * vec4(p.x, h, p.y, 1.0); \n" +" vWorldPos = worldPos.xyz; \n" +" vNormal = N; // model is translation-only, so no normal matrix needed \n" +" \n" +" gl_Position = projection * view * worldPos; \n" +"} \n" +" \n"; diff --git a/themes/src/shaders/water_vert.h b/themes/src/shaders/water_vert.h new file mode 100644 index 0000000..638b22b --- /dev/null +++ b/themes/src/shaders/water_vert.h @@ -0,0 +1,4 @@ +#ifndef SHADER_WATER_VERT +#define SHADER_WATER_VERT +extern const char* shader_water_vert; +#endif |
