diff options
author | jjesswan <jessica_wan@brown.edu> | 2024-05-06 02:22:37 -0400 |
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committer | jjesswan <jessica_wan@brown.edu> | 2024-05-06 02:22:37 -0400 |
commit | 7a6ceadedc20f58b7be76654eb8357e3ca0b026d (patch) | |
tree | ef4b93cdb8f92c358c3d4715f6eebd5a2827427b /resources | |
parent | 2ba27898535e01298ef8f0d0b9ffd4e69ce13458 (diff) |
saving
Diffstat (limited to 'resources')
-rw-r--r-- | resources/images/foam.png | bin | 0 -> 653157 bytes | |||
-rw-r--r-- | resources/images/foam2.jpeg | bin | 0 -> 101489 bytes | |||
-rw-r--r-- | resources/shaders/foam.frag | 30 | ||||
-rw-r--r-- | resources/shaders/foam.vert | 6 |
4 files changed, 28 insertions, 8 deletions
diff --git a/resources/images/foam.png b/resources/images/foam.png Binary files differnew file mode 100644 index 0000000..ff7404b --- /dev/null +++ b/resources/images/foam.png diff --git a/resources/images/foam2.jpeg b/resources/images/foam2.jpeg Binary files differnew file mode 100644 index 0000000..e8f2e8c --- /dev/null +++ b/resources/images/foam2.jpeg diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag index 86403d8..91ce3b9 100644 --- a/resources/shaders/foam.frag +++ b/resources/shaders/foam.frag @@ -1,22 +1,27 @@ #version 330 core -in vec4 saturation_const; +in vec2 constants; in vec2 dir; in vec2 tex; in vec3 pos; uniform float time; +uniform float phaseC; // phase constant + uniform sampler2D halftone_texture; +uniform sampler2D foam_texture; + uniform vec2 widthBounds; uniform vec2 lengthBounds; out vec4 fragColor; float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ + //k = normalize(k); float result = dot(k, xzPos) * 3.14f / adjWaveLength; result = result + phaseC*time*.5f; - result = -tan(result) + 1.57f; + result = -tan(result + 1.57f); result = exp(result) / 4.f; return result; @@ -26,8 +31,23 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ void main() { - //float saturation = getSaturation(saturation_const[0], saturation_const[1],saturation_const[2],saturation_const[3]); - vec4 color = texture(halftone_texture, tex); + float height = pos.y; + float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, constants[0]); + vec4 m_uv = texture(halftone_texture, tex); + float m_threshold = m_uv.r * m_uv.g * m_uv.b; + + // final rgba color at x,z pos + vec4 h = vec4(0,0,1,1); + if (saturation > m_threshold) h = vec4(vec3(m_threshold), 1); + + // add fading effect to bubble popping + vec4 g = clamp(.5*saturation - m_threshold, 0, 1) * h; + + // apply foam texture + vec4 foam = texture(foam_texture, tex); + vec4 j = vec4(0,0,0,1); + if (saturation > m_threshold) j = vec4(vec3(g*foam), 1); + - fragColor = vec4(vec3(color), 1); + fragColor = vec4(vec3(saturation), 1); } diff --git a/resources/shaders/foam.vert b/resources/shaders/foam.vert index 6192ba7..261eeea 100644 --- a/resources/shaders/foam.vert +++ b/resources/shaders/foam.vert @@ -7,7 +7,7 @@ layout(location = 3) in vec2 texCoords; // texture coords layout(location = 3) in vec3 norm; // texture coords -out vec4 saturation_const; +out vec2 constants; out vec2 dir; out vec2 tex; out vec3 pos; @@ -38,13 +38,13 @@ vec2 calculateTexCoord(vec3 pos){ float offset = .5f; - return vec2(u_coord + offset, v_coord + offset); + return 6*vec2(u_coord + offset, v_coord + offset); } void main() { dir = direction; - saturation_const = vec4(wavelength, phaseC, position.x, position.z); + constants = vec2(wavelength, phaseC); gl_Position = proj * view * model * vec4(position, 1); pos = vec3(gl_Position); |