added fractal shader

This commit is contained in:
gbrochar 2020-11-27 17:11:28 +01:00
parent 940de78d9e
commit 6a85beb4f6
4 changed files with 113 additions and 13 deletions

View File

@ -1,5 +1,5 @@
import vsSource from './shaders/shader.vert';
import fsSource4 from './shaders/texture.frag';
import texture from './shaders/texture.frag';
import {fetchObj, updateObj} from './objutils';
import {initShaderProgram} from './shaders';
@ -31,7 +31,7 @@ async function main() {
vertexShader: null,
};
const canvas: any = document.querySelector('#glCanvas')!;
context.gl = canvas.getContext('webgl');
context.gl = canvas.getContext('webgl2');
if (context.gl == null) {
canvas.parentNode.removeChild(canvas);
@ -43,7 +43,7 @@ async function main() {
const data = await fetchObj('/static/objs/racer.obj');
initParams(context);
updateObj(context, data, true);
initShaderProgram(context, vsSource, fsSource4);
initShaderProgram(context, vsSource, texture);
setProgramInfo(context);
context.texture = loadTexture(context.gl, '/static/textures/racer.png');
let then = 0;

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@ -0,0 +1,95 @@
precision highp float;
varying highp vec2 vTextureCoord;
varying highp vec4 vNormal;
varying highp vec3 vPosition;
uniform sampler2D uSampler;
vec2 cinv(in vec2 z)
{
return (vec2(z.x, -z.y) / dot(z, z));
}
vec2 cmul(in vec2 z1, in vec2 z2)
{
return(vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x));
}
vec2 cdiv(in vec2 z1, in vec2 z2)
{
return (cmul(z1, cinv(z2)));
}
vec3 extremize(vec3 v, float n) {
if (v.x > n / 2.)
v.x = n;
else
v.x = 0.;
if (v.y > n / 2.)
v.y = n;
else
v.y = 0.;
if (v.z > n / 2.)
v.z = n;
else
v.z = 0.;
return v;
}
void main() {
vec2 a0 = vec2(sin(16.) * 1.0 + 5., 0.);
vec2 a1 = vec2(sin(17.) * 2.0, 0.);
vec2 a2 = vec2(sin(18.) * 3.0, 0.);
vec2 a3 = vec2(sin(19.) * 4.0, 0.);
vec2 a4 = vec2(sin(1.1) * 5.0, 0.);
vec2 a5 = vec2(sin(1.2) * 6.0, 0.);
vec2 a6 = vec2(sin(1.3) * 7.0, 0.);
vec2 a7 = vec2(sin(1.4) * 8.0, 0.);
vec2 a8 = vec2(sin(15.) * 9.0, 0.);
vec2 a9 = vec2(sin(16.) * 10.0, 0.);
vec2 a10 = vec2(sin(17.) * 11.0, 1.);
vec2 a = vec2(1.0, 1. + sin(0.16) * 0.002);
vec2 c = vec2(0.01, 0.1);
// Normalized pixel coordinates (from 0 to 1)
vec2 z = cmul((vTextureCoord/vec2(1., 1.) - 0.5), vec2(4., 0.));
vec2 init_z = z;
z.x = abs(z.x);
z.y = abs(z.y);
vec2 old_z = z;
float i_backup;
for (float i = 0.0; i < 16.0; i += 1.)
{
z = z - cmul(a, cdiv(a0 + cmul(z, a1 + cmul(z, a2 + cmul(z, a3 + cmul(z, a4 + cmul(z, a5
+ cmul(z, a6 + cmul(z, a7 + cmul(z, a8 + cmul(z, a9 + cmul(a10, z)))))))))),
a1 + cmul(z, cmul(a2, vec2(2., 0.)) + cmul(z, cmul(a3, vec2(3., 0.))
+ cmul(z, cmul(a4, vec2(4., 0.)) + cmul(z, cmul(a5, vec2(5., 0.))
+ cmul(z, cmul(a6, vec2(6., 0.)) + cmul(z, cmul(a7, vec2(7., 0.))
+ cmul(z, cmul(a8, vec2(8., 0.)) + cmul(z, cmul(a9, vec2(9., 0.))
+ cmul(cmul(a10, vec2(10., 0.)), z))))))))))) + c;
if (old_z.x * old_z.x + old_z.y * old_z.y < z.x * z.x + z.y * z.y + 0.001
&& old_z.x * old_z.x + old_z.y * old_z.y > z.x * z.x + z.y * z.y - 0.001)
{
i_backup = i / 16.0;
break;
}
old_z = z;
}
vec3 n = normalize(vec3(-50., 100., 50.) - vPosition);
float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
float specular = pow(
max(dot(
reflect(n, normalize(vNormal.xyz)),
normalize(vec3(0., 0., -50.) - vPosition)),
0.), 10.);
gl_FragColor = vec4(vec3(z.x, z.y, i_backup) * diffuse * 0.8 + vec3(z.x, z.y, i_backup) * 0.2 + vec3(specular), 1.0);
}
// void main() {
// vec3 n = normalize(vec3(-200., 200., -200.) - vPosition);
// float diffuse = max(dot(normalize(vNormal.xyz), n), 0.);
// vec3 tmp = extremize(mod(vPosition.xyz + vec3(1000.), vec3(100.)), 100.);
// float texture = (tmp.x + tmp.y + tmp.z) / 300.;
// gl_FragColor = vec4(vec3(texture * diffuse), 1.0);
// }

View File

@ -4,11 +4,12 @@ import {fetchObj, updateObj} from './objutils';
import {changeFragmentShader} from './shaders';
import vsSource from './shaders/shader.vert';
import fsSource from './shaders/blackandwhite.frag';
import fsSource2 from './shaders/colored.frag';
import fsSource3 from './shaders/grey.frag';
import fsSource4 from './shaders/texture.frag';
import fsSource5 from './shaders/sobel.frag';
import blackandwhite from './shaders/blackandwhite.frag';
import colored from './shaders/colored.frag';
import grey from './shaders/grey.frag';
import texture from './shaders/texture.frag';
import sobel from './shaders/sobel.frag';
import fractal from './shaders/fractal.frag';
/**
* UI block for updating parameters
@ -110,18 +111,21 @@ export function uiUpdateObject(context: any) {
*/
export function uiUpdateShader(context: any) {
$('#s_blackandwhite').on('click', function() {
changeFragmentShader(context, fsSource, vsSource);
changeFragmentShader(context, blackandwhite, vsSource);
});
$('#s_color').on('click', function() {
changeFragmentShader(context, fsSource2, vsSource);
changeFragmentShader(context, colored, vsSource);
});
$('#s_grey').on('click', function() {
changeFragmentShader(context, fsSource3, vsSource);
changeFragmentShader(context, grey, vsSource);
});
$('#s_texture').on('click', function() {
changeFragmentShader(context, fsSource4, vsSource);
changeFragmentShader(context, texture, vsSource);
});
$('#s_sobel').on('click', function() {
changeFragmentShader(context, fsSource5, vsSource);
changeFragmentShader(context, sobel, vsSource);
});
$('#s_fractal').on('click', function() {
changeFragmentShader(context, fractal, vsSource);
});
}

View File

@ -25,6 +25,7 @@
<button id='s_grey'>No texture</button>
<button id='s_texture'>Texture</button>
<button id='s_sobel'>Sobel Edge Detection</button>
<button id='s_fractal'>Fractal</button>
</div>
<div class='ui-block'>
<div style='display: inline;'>Change distance: </div>