diff options
Diffstat (limited to 'assets')
| -rw-r--r-- | assets/Compute.glsl | 24 | ||||
| -rw-r--r-- | assets/ImageProcessing.glsl | 31 | ||||
| -rw-r--r-- | assets/ParticleSystem.glsl | 58 | ||||
| -rw-r--r-- | assets/TextureProcessor.glsl | 43 |
4 files changed, 156 insertions, 0 deletions
diff --git a/assets/Compute.glsl b/assets/Compute.glsl new file mode 100644 index 0000000..9a36a84 --- /dev/null +++ b/assets/Compute.glsl @@ -0,0 +1,24 @@ +#type compute +#version 430 core + +layout(local_size_x = 256) in; + +layout(std430, binding = 0) buffer InputBuffer +{ + float data[]; +} inputBuffer; + +layout(std430, binding = 1) buffer OutputBuffer +{ + float data[]; +} outputBuffer; + +uniform float u_Scale; +uniform float u_Offset; + +void main() +{ + uint index = gl_GlobalInvocationID.x; + float inputValue = inputBuffer.data[index]; + outputBuffer.data[index] = inputValue * u_Scale + u_Offset; +} diff --git a/assets/ImageProcessing.glsl b/assets/ImageProcessing.glsl new file mode 100644 index 0000000..3a05425 --- /dev/null +++ b/assets/ImageProcessing.glsl @@ -0,0 +1,31 @@ +#type compute +#version 430 core + +layout(local_size_x = 16, local_size_y = 16) in; + +layout(binding = 0) uniform sampler2D u_InputTexture; +layout(binding = 1, rgba8) uniform image2D u_OutputTexture; + +uniform vec2 u_TextureSize; +uniform float u_Brightness; +uniform float u_Contrast; +uniform float u_Saturation; + +void main() +{ + ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy); + + if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y)) + return; + + vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize; + vec4 color = texture(u_InputTexture, texCoord); + + color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness; + + float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); + color.rgb = mix(vec3(luminance), color.rgb, u_Saturation); + color.rgb = clamp(color.rgb, 0.0, 1.0); + + imageStore(u_OutputTexture, pixelCoord, color); +} diff --git a/assets/ParticleSystem.glsl b/assets/ParticleSystem.glsl new file mode 100644 index 0000000..d40726d --- /dev/null +++ b/assets/ParticleSystem.glsl @@ -0,0 +1,58 @@ +#type compute +#version 430 core + +layout(local_size_x = 256) in; + +struct Particle +{ + vec4 position; // xyz = position, w = lifetime + vec4 velocity; // xyz = velocity, w = mass + vec4 color; // rgba = color +}; + +layout(std430, binding = 0) buffer ParticleBuffer +{ + Particle particles[]; +} particleBuffer; + +uniform float u_DeltaTime; +uniform vec3 u_Gravity; +uniform vec3 u_EmitterPosition; +uniform float u_EmissionRate; +uniform float u_ParticleLifetime; +uniform float u_Time; + +void main() +{ + uint index = gl_GlobalInvocationID.x; + + if (index >= particles.length()) + return; + + Particle particle = particleBuffer.particles[index]; + + particle.position.w -= u_DeltaTime; + + if (particle.position.w <= 0.0) + { + particle.position.xyz = u_EmitterPosition; + particle.position.w = u_ParticleLifetime; + + float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159; + float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0; + particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed); + particle.velocity.w = 1.0; + + particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0); + } + else + { + particle.velocity.xyz += u_Gravity * u_DeltaTime; + particle.position.xyz += particle.velocity.xyz * u_DeltaTime; + + float lifeRatio = particle.position.w / u_ParticleLifetime; + particle.color.a = lifeRatio; + } + + particleBuffer.particles[index] = particle; +} diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl new file mode 100644 index 0000000..a234ac8 --- /dev/null +++ b/assets/TextureProcessor.glsl @@ -0,0 +1,43 @@ +#type compute +#version 430 core + +layout(local_size_x = 16, local_size_y = 16) in; + +layout(binding = 0) uniform sampler2D u_InputTexture; +layout(binding = 1, rgba8) uniform image2D u_OutputTexture; + +uniform vec2 u_TextureSize; +uniform float u_Time; +uniform float u_Brightness; +uniform float u_Contrast; +uniform float u_Saturation; + +void main() +{ + ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy); + + if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y)) + return; + + vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize; + vec4 color = texture(u_InputTexture, texCoord); + + float time = u_Time * 2.0f; + float u = texCoord.x; + float v = texCoord.y; + + float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f); + wave = (wave + 1.0f) * 0.5f; + + vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f); + color = mix(color, animatedColor, 0.3f); + + color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness; + + float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); + color.rgb = mix(vec3(luminance), color.rgb, u_Saturation); + + color.rgb = clamp(color.rgb, 0.0, 1.0); + + imageStore(u_OutputTexture, pixelCoord, color); +} |
