diff --git a/android/assets/shaders/star_frag.glsl b/android/assets/shaders/star_frag.glsl index f2cafbc..2e8e6e3 100755 --- a/android/assets/shaders/star_frag.glsl +++ b/android/assets/shaders/star_frag.glsl @@ -1,73 +1,89 @@ -#extension GL_OES_standard_derivatives : enable +// from https://www.shadertoy.com/view/Msf3Wr -varying float vTime; -#define M_PI 3.1415926535897932384626433832795 -varying vec2 vTexCoord; +#define GLSLSANDBOX +#ifdef GLSLSANDBOX +#ifdef GL_ES +precision mediump float; +#endif +uniform float time; +#ifndef GLSLSANDBOXTOYNOTCOMPATIBLE +uniform vec4 iMouse; +uniform int iFrame; +#else /*GLSLSANDBOXTOYNOTCOMPATIBLE*/ +uniform vec2 mouse; +#define iMouse mouse +#endif /*GLSLSANDBOXTOYNOTCOMPATIBLE*/ +uniform vec2 resolution; +#define iGlobalTime time +#define iResolution (vec3(resolution, 1.)) +#endif /*GLSLSANDBOX*/ -//#define vTime (vTime * vTime * 0.05) -vec2 rand2(vec2 p) +#define iterations 17 +#define formuparam 0.53 + +#define volsteps 20 +#define stepsize 0.1 + +#define zoom 0.800 +#define tile 0.850 +#define speed 0.010 + +#define brightness 0.0015 +#define darkmatter 0.300 +#define distfading 0.730 +#define saturation 0.850 + + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { - p = vec2(dot(p, vec2(102.9898,78.233)), dot(p, vec2(26.65125, 83.054543))); - return fract(sin(p) * 43758.5453); + //get coords and direction + vec2 uv=fragCoord.xy/iResolution.xy-.5; + uv.y*=iResolution.y/iResolution.x; + vec3 dir=vec3(uv*zoom,1.); + float time=iGlobalTime*speed+.25; + + float a1=.5+time/iResolution.x*2.; + float a2=.8+time/iResolution.y*2.; + mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1)); + mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2)); + dir.xz*=rot1; + dir.xy*=rot2; + vec3 from=vec3(1.,.5,0.5); + from+=vec3(time*2.,time,-2.); + from.xz*=rot1; + from.xy*=rot2; + + //volumetric rendering + float s=0.1,fade=1.; + vec3 v=vec3(0.); + for (int r=0; r6) fade*=1.-dm; // dark matter, don't render near + //v+=vec3(dm,dm*.5,0.); + v+=fade; + v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance + fade*=distfading; // distance fading + s+=stepsize; + } + v=mix(vec3(length(v)),v,saturation); //color adjust + fragColor = vec4(v*.01,1.); + } -float rand(vec2 p) +void main (void) { - return fract(sin(dot(p.xy ,vec2(505.90898,18.233))) * 43037.5453); -} - -// Thanks to David Hoskins https://www.shadertoy.com/view/4djGRh -float stars(in vec2 x, float numCells, float size, float br) -{ - vec2 n = x * numCells; - vec2 f = floor(n); - - float d = 1.0e10; - for (int i = -1; i <= 1; ++i) - { - for (int j = -1; j <= 1; ++j) - { - vec2 g = f + vec2(float(i), float(j)); - g = n - g - rand2(mod(g, numCells)) + rand(g); - // Control size - g *= 1. / (numCells * size); - d = min(d, dot(g, g)); - } - } - - return br * (smoothstep(.95, 1., (1. - sqrt(d)))); -} - - -void main() -{ - vec2 coord = vTexCoord; - - vec2 tmp = coord; - - coord.x = tmp.y; - coord.y = tmp.x; - - vec3 result = vec3(0.); - result += stars(vec2(coord.x + vTime * 2.00,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 1.10,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 0.8,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 0.5,coord.y) , 2., 0.09, 2.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 0.2,coord.y) , 4., 0.08, 2.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 0.05,coord.y), 8., 0.05, 1.) * vec3(.74, .74, .74); - result += stars(vec2(coord.x + vTime * 0.025,coord.y), 10., 0.05,0.8) * vec3(.95, .95, .95); - result += stars(coord , 20., 0.025, 0.5) * vec3(.9, .9, .95); - - - - gl_FragColor = vec4(result, 1.0); -// gl_FragColor = vec4(1.0*(vTexCoord.x/vResolution.x), 0.0, 0.0, 1.0); - - - - // bar layer open scene ; - // vec2 bl = gl_FragCoord.xy / vResolution.xy; - - // if(bl.y>.50-min(vTime/20.,0.4) ^^ bl.y<0.50+min(vTime/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0); + vec4 color = vec4 (0.0, 0.0, 0.0, 1.0); + mainImage (color, gl_FragCoord.xy); + color.w = 1.0; + gl_FragColor = color; } diff --git a/android/assets/shaders/star_vert.glsl b/android/assets/shaders/star_vert.glsl index 4880758..86c08a8 100755 --- a/android/assets/shaders/star_vert.glsl +++ b/android/assets/shaders/star_vert.glsl @@ -3,15 +3,10 @@ attribute vec4 a_color; attribute vec2 a_texCoord0; uniform mat4 u_projTrans; -uniform float time; -varying vec4 vColor; varying vec2 vTexCoord; -varying float vTime; void main() { - vColor = a_color; vTexCoord = a_texCoord0; - vTime = time; gl_Position = u_projTrans * a_position; } diff --git a/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java b/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java index eb70719..d35b393 100755 --- a/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java +++ b/core/src/zero1hd/polyjet/ui/stages/GamePlayArea.java @@ -5,8 +5,8 @@ import com.badlogic.gdx.Preferences; import com.badlogic.gdx.assets.AssetManager; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.glutils.ShaderProgram; -import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Stage; +import com.badlogic.gdx.utils.TimeUtils; import com.badlogic.gdx.utils.viewport.FitViewport; import zero1hd.polyjet.Polyjet; @@ -32,10 +32,10 @@ public class GamePlayArea extends Stage { private ShaderProgram invert; private ShaderProgram bgShader; - private float timePassed; - private Texture background; + private float time; + public GamePlayArea(AssetManager assetManager, Preferences prefs) { super(new FitViewport(Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT)); Gdx.app.debug("Game Area", "new area created"); @@ -81,6 +81,7 @@ public class GamePlayArea extends Stage { if (bgShader.getLog().length()!=0) { System.out.println(bgShader.getLog()); } + } else { //TODO prepare background rendering without shader } @@ -91,10 +92,13 @@ public class GamePlayArea extends Stage { @Override public void draw() { //TODO batch draw background + getBatch().begin(); + if (bgShader != null) { getBatch().setShader(bgShader); + bgShader.setUniformf("resolution", background.getWidth(), background.getHeight()); + bgShader.setUniformf("time", time); } - getBatch().begin(); getBatch().draw(background, 0f, 0f, Polyjet.GAME_AREA_WIDTH, Polyjet.GAME_AREA_HEIGHT); getBatch().end(); @@ -104,10 +108,7 @@ public class GamePlayArea extends Stage { @Override public void act(float delta) { - if (bgShader != null) { - timePassed += delta; - bgShader.setUniformf("time", timePassed); - } + time = TimeUtils.millis()/10f; collisionDetector.collisionCheck(); ec.deathClean();