Add: simple shaders, following Book of Shaders page 6
This commit is contained in:
41
src/simple_hsb_func/HSBField_polar.gdshader
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41
src/simple_hsb_func/HSBField_polar.gdshader
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shader_type canvas_item;
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#define TWO_PI 6.28318530718
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uniform vec2 resolution = vec2(40,40);
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uniform vec2 u_resolution;
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uniform float u_time;
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// Function from Iñigo Quiles
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// https://www.shadertoy.com/view/MsS3Wc
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix( vec3(1.0), rgb, c.y);
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}
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void fragment() {
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// Called for every pixel the material is visible on.
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vec2 st = UV/resolution;
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vec3 color = vec3(0.0);
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vec2 toCenter = vec2(0.5) - UV;
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float angle = pow(atan(toCenter.y, toCenter.x), 1.0);
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float radius = length(toCenter)*2.0;
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float normHue = (angle/TWO_PI)+0.5;
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normHue = pow(normHue, 3.0);
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color = hsb2rgb(vec3(normHue,radius,1.0));
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COLOR = vec4(color, 1.0);
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}
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//void light() {
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// // Called for every pixel for every light affecting the CanvasItem.
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// // Uncomment to replace the default light processing function with this one.
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//}
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1
src/simple_hsb_func/HSBField_polar.gdshader.uid
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1
src/simple_hsb_func/HSBField_polar.gdshader.uid
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uid://b1avd7otwdbqx
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23
src/simple_hsb_func/HSBField_polar.tscn
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23
src/simple_hsb_func/HSBField_polar.tscn
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[gd_scene load_steps=3 format=3 uid="uid://dk1hun66hk76t"]
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[ext_resource type="Shader" uid="uid://b1avd7otwdbqx" path="res://src/simple_hsb_func/HSBField_polar.gdshader" id="1_y6vnc"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_s1hel"]
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shader = ExtResource("1_y6vnc")
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shader_parameter/resolution = Vector2(40, 40)
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shader_parameter/u_resolution = Vector2(0, 0)
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shader_parameter/u_time = 0.0
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[node name="HsbField" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource("ShaderMaterial_s1hel")
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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37
src/simple_hsb_func/HSB_Field_non_polar.gdshader
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src/simple_hsb_func/HSB_Field_non_polar.gdshader
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shader_type canvas_item;
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uniform vec2 u_resolution = vec2(40.0,40.0);
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uniform float u_time;
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vec3 rgb2hsb( in vec3 c ){
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz),
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vec4(c.gb, K.xy),
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step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r),
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vec4(c.r, p.yzx),
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step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
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d / (q.x + e),
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q.x);
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}
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// Function from Iñigo Quiles
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// https://www.shadertoy.com/view/MsS3Wc
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vec3 hsb2rgb( in vec3 c ){
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vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
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6.0)-3.0)-1.0,
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0.0,
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1.0 );
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rgb = rgb*rgb*(3.0-2.0*rgb);
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return c.z * mix(vec3(1.0), rgb, c.y);
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}
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void fragment() {
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vec3 color = vec3(0.0);
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color = hsb2rgb(vec3(UV.x, 1.0, UV.y));
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COLOR = vec4(color, 1.0);
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}
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1
src/simple_hsb_func/HSB_Field_non_polar.gdshader.uid
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1
src/simple_hsb_func/HSB_Field_non_polar.gdshader.uid
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uid://res5r3cil0uv
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22
src/simple_hsb_func/HSB_Field_non_polar.tscn
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22
src/simple_hsb_func/HSB_Field_non_polar.tscn
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[gd_scene load_steps=3 format=3 uid="uid://8g28bhlvay61"]
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[ext_resource type="Shader" uid="uid://res5r3cil0uv" path="res://src/simple_hsb_func/HSB_Field_non_polar.gdshader" id="1_c8wtv"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_e0bhl"]
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shader = ExtResource("1_c8wtv")
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shader_parameter/u_resolution = Vector2(0, 0)
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shader_parameter/u_time = 0.0
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[node name="HsbFieldNonPolar" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource("ShaderMaterial_e0bhl")
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layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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