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authorMatt Kosarek <matt.kosarek@canonical.com>2025-12-29 10:02:38 -0500
committerMatt Kosarek <matt.kosarek@canonical.com>2025-12-29 10:02:38 -0500
commitfbc5d7dd1a9192c29daccdf12a7a067037ff2c2a (patch)
tree399ade27d2e76a40956aa45a789db98841e5ae62 /themes
parent301d0aa4d61b21d4daf703672aa4b1d438651296 (diff)
Improve the sun shader with the help of AI
Diffstat (limited to 'themes')
-rw-r--r--themes/dist/output.js7
-rwxr-xr-xthemes/dist/output.wasmbin99246 -> 101730 bytes
-rw-r--r--themes/meson.build24
-rw-r--r--themes/src/_shaders/sun.frag40
-rw-r--r--themes/src/_shaders/sun.vert27
-rw-r--r--themes/src/shaders/sun_frag.cpp40
-rw-r--r--themes/src/shaders/sun_vert.cpp27
-rw-r--r--themes/src/summer/summer_theme.cpp8
-rw-r--r--themes/src/summer/summer_theme.h2
9 files changed, 153 insertions, 22 deletions
diff --git a/themes/dist/output.js b/themes/dist/output.js
index 6f95b3e..011ac68 100644
--- a/themes/dist/output.js
+++ b/themes/dist/output.js
@@ -3170,6 +3170,11 @@ function dbg(...args) {
}
};
+ var _glUniform1f = (location, v0) => {
+ GLctx.uniform1f(webglGetUniformLocation(location), v0);
+ };
+
+
var miniTempWebGLFloatBuffers = [];
var _glUniformMatrix4fv = (location, count, transpose, value) => {
@@ -3363,6 +3368,8 @@ var wasmImports = {
/** @export */
glShaderSource: _glShaderSource,
/** @export */
+ glUniform1f: _glUniform1f,
+ /** @export */
glUniformMatrix4fv: _glUniformMatrix4fv,
/** @export */
glUseProgram: _glUseProgram,
diff --git a/themes/dist/output.wasm b/themes/dist/output.wasm
index 24a3b4f..98fd466 100755
--- a/themes/dist/output.wasm
+++ b/themes/dist/output.wasm
Binary files differ
diff --git a/themes/meson.build b/themes/meson.build
index 9c9c76b..1e4c9f1 100644
--- a/themes/meson.build
+++ b/themes/meson.build
@@ -69,6 +69,30 @@ inc = include_directories(
'src/tools'
)
+# Custom target to build shaders from GLSL files
+node = find_program('node')
+shader_script = meson.project_source_root() + '/src/tools/shader.js'
+
+# List all GLSL shader files as inputs
+shader_inputs = files(
+ 'src/_shaders/renderer2d.frag',
+ 'src/_shaders/renderer2d.vert',
+ 'src/_shaders/renderer3d.frag',
+ 'src/_shaders/renderer3d.vert',
+ 'src/_shaders/sun.frag',
+ 'src/_shaders/sun.vert'
+)
+
+# Custom target that runs whenever shader files change
+sh = find_program('sh')
+build_shaders = custom_target('build_shaders',
+ input: shader_inputs,
+ output: 'shaders.stamp',
+ command: [sh, '-c', node.full_path() + ' ' + shader_script + ' && touch @OUTPUT@'],
+ build_always_stale: true,
+ build_by_default: true
+)
+
# Build the executable
output_exe = executable('output',
sources,
diff --git a/themes/src/_shaders/sun.frag b/themes/src/_shaders/sun.frag
index 8463e06..028c0c2 100644
--- a/themes/src/_shaders/sun.frag
+++ b/themes/src/_shaders/sun.frag
@@ -1,5 +1,43 @@
varying lowp vec4 VertexColor;
+varying lowp vec2 TexCoord;
+uniform lowp float time;
+
+// Simple noise function for edge distortion
+lowp float noise(lowp vec2 p) {
+ return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5;
+}
void main() {
- gl_FragColor = VertexColor;
+ // TexCoord is now normalized: center is (0,0), edges are at distance ~1
+ lowp float dist = length(TexCoord);
+
+ // Add animated noise to the edge
+ lowp float angle = atan(TexCoord.y, TexCoord.x);
+ lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03;
+ lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02;
+
+ // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge
+ lowp float innerEdge = 0.2;
+ lowp float outerEdge = 1.0;
+ lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist);
+
+ // Apply wave distortion to the edge
+ alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist);
+
+ // Make edges even more transparent with additional fade
+ alpha = alpha * alpha * alpha;
+
+ // Add slight glow effect at the edge
+ lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist));
+
+ // Create orange gradient from center
+ lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1);
+ lowp float centerGradient = smoothstep(0.6, 0.0, dist);
+ lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6);
+
+ // Mix in the glow with a brighter color
+ lowp vec3 glowColor = baseColor * 1.3;
+ lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5);
+
+ gl_FragColor = vec4(finalColor, VertexColor.a * alpha);
}
diff --git a/themes/src/_shaders/sun.vert b/themes/src/_shaders/sun.vert
index 76150f0..5ed77d7 100644
--- a/themes/src/_shaders/sun.vert
+++ b/themes/src/_shaders/sun.vert
@@ -1,13 +1,22 @@
-attribute vec2 position;
-attribute vec4 color;
-attribute mat4 vMatrix;
-uniform mat4 projection;
-uniform mat4 model;
+attribute vec2 position;
+attribute vec4 color;
+attribute mat4 vMatrix;
+uniform mat4 projection;
+uniform mat4 model;
varying lowp vec4 VertexColor;
+varying lowp vec2 TexCoord;
-void main() {
- vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1);
- gl_Position = fragmentPosition;
- VertexColor = color;
+void main() {
+ vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1);
+ gl_Position = fragmentPosition;
+ VertexColor = color;
+ // Normalize the position - the center is at (0,0) and edge vertices are at distance 'radius'
+ // We want TexCoord to be in the range roughly [-1, 1] at the edges
+ lowp float maxDist = length(position);
+ if (maxDist > 0.1) {
+ TexCoord = position / maxDist;
+ } else {
+ TexCoord = vec2(0.0, 0.0);
+ }
}
diff --git a/themes/src/shaders/sun_frag.cpp b/themes/src/shaders/sun_frag.cpp
index d1ea160..30553e0 100644
--- a/themes/src/shaders/sun_frag.cpp
+++ b/themes/src/shaders/sun_frag.cpp
@@ -1,8 +1,46 @@
#include "sun_frag.h"
const char* shader_sun_frag = "varying lowp vec4 VertexColor; \n"
+"varying lowp vec2 TexCoord; \n"
+"uniform lowp float time; \n"
+" \n"
+"// Simple noise function for edge distortion \n"
+"lowp float noise(lowp vec2 p) { \n"
+" return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5; \n"
+"} \n"
" \n"
"void main() { \n"
-" gl_FragColor = VertexColor; \n"
+" // TexCoord is now normalized: center is (0,0), edges are at distance ~1 \n"
+" lowp float dist = length(TexCoord); \n"
+" \n"
+" // Add animated noise to the edge \n"
+" lowp float angle = atan(TexCoord.y, TexCoord.x); \n"
+" lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03; \n"
+" lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02; \n"
+" \n"
+" // Create soft edge using smoothstep - ensure fade reaches zero at the actual edge \n"
+" lowp float innerEdge = 0.2; \n"
+" lowp float outerEdge = 1.0; \n"
+" lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist); \n"
+" \n"
+" // Apply wave distortion to the edge \n"
+" alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist); \n"
+" \n"
+" // Make edges even more transparent with additional fade \n"
+" alpha = alpha * alpha * alpha; \n"
+" \n"
+" // Add slight glow effect at the edge \n"
+" lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist)); \n"
+" \n"
+" // Create orange gradient from center \n"
+" lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1); \n"
+" lowp float centerGradient = smoothstep(0.6, 0.0, dist); \n"
+" lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6); \n"
+" \n"
+" // Mix in the glow with a brighter color \n"
+" lowp vec3 glowColor = baseColor * 1.3; \n"
+" lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5); \n"
+" \n"
+" gl_FragColor = vec4(finalColor, VertexColor.a * alpha); \n"
"} \n"
" \n";
diff --git a/themes/src/shaders/sun_vert.cpp b/themes/src/shaders/sun_vert.cpp
index ca617c0..bacf3a6 100644
--- a/themes/src/shaders/sun_vert.cpp
+++ b/themes/src/shaders/sun_vert.cpp
@@ -1,16 +1,25 @@
#include "sun_vert.h"
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"
+"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"
+"varying lowp vec2 TexCoord; \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"
+"void main() { \n"
+" vec4 fragmentPosition = projection * model * vMatrix * vec4(position.x, position.y, 0, 1); \n"
+" gl_Position = fragmentPosition; \n"
+" VertexColor = color; \n"
+" // Normalize the position - the center is at (0,0) and edge vertices are at distance 'radius' \n"
+" // We want TexCoord to be in the range roughly [-1, 1] at the edges \n"
+" lowp float maxDist = length(position); \n"
+" if (maxDist > 0.1) { \n"
+" TexCoord = position / maxDist; \n"
+" } else { \n"
+" TexCoord = vec2(0.0, 0.0); \n"
+" } \n"
"} \n"
" \n";
diff --git a/themes/src/summer/summer_theme.cpp b/themes/src/summer/summer_theme.cpp
index 6935ad1..6d2cfec 100644
--- a/themes/src/summer/summer_theme.cpp
+++ b/themes/src/summer/summer_theme.cpp
@@ -59,19 +59,23 @@ void Sun::load(Renderer2d* renderer) {
indices.add(second);
indices.add(third);
}
-
+
mesh.load(&vertices.data[0], vertices.numElements, &indices.data[0], indices.numElements, renderer);
mesh.model = Mat4x4().translateByVec2(Vector2(renderer->context->width / 2.f, renderer->context->height / 2.f));
+
+ timeUniform = getShaderUniform(renderer->shader, "time");
+
vertices.deallocate();
indices.deallocate();
}
void Sun::update(f32 dtSeconds) {
-
+ elapsedTime += dtSeconds;
}
void Sun::render(Renderer2d* renderer) {
setShaderMat4(renderer->uniforms.model, mesh.model);
+ glUniform1f(timeUniform, elapsedTime);
glBindVertexArray(mesh.vao);
glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
diff --git a/themes/src/summer/summer_theme.h b/themes/src/summer/summer_theme.h
index cd25ff5..eb404fd 100644
--- a/themes/src/summer/summer_theme.h
+++ b/themes/src/summer/summer_theme.h
@@ -8,6 +8,8 @@ struct Sun {
f32 radius = 20.f;
i32 sectors = 180;
Mesh2D mesh;
+ f32 elapsedTime = 0.f;
+ i32 timeUniform = -1;
void load(Renderer2d* renderer);
void update(f32 dtSeconds);