Files

72 lines
2.0 KiB
GLSL

// RIPPLE CODE FROM https://www.shadertoy.com/view/ldfyzl
/*
A quick experiment with rain drop ripples.
This effect was written for and used in the launch scene of the
64kB PC intro "H - Immersion", by Ctrl-Alt-Test.
> http://www.ctrl-alt-test.fr/productions/h-immersion/
> https://www.youtube.com/watch?v=27PN1SsXbjM
--
Zavie / Ctrl-Alt-Test
*/
// Return random noise in the range [0.0, 1.0], as a function of x.
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
vec2 hash22(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+19.19);
return fract((p3.xx+p3.yz)*p3.zy);
}
vec3 ripples(vec2 fragCoord) {
float cell_density = 5.0 * RIPPLE_INTENSITY;
float size_compensation = cell_density / 5.0;
vec2 uv = fragCoord * cell_density;
vec2 p0 = floor(uv);
const int MAX_RADIUS = 1;
const float wave_frequency = 21;
vec2 circles = vec2(0.);
for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j) {
for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i) {
vec2 pi = p0 + vec2(i, j);
vec2 hsh = pi;
vec2 p = pi + hash22(hsh);
float t = fract(0.9 * frameTimeCounter + hash12(hsh));
vec2 v = p - uv;
float d = length(v) - ( (float(MAX_RADIUS) + 1.) * t ) * size_compensation;
const float h = 1e-2;
float d1 = d - h;
float d2 = d + h;
float p1 = sin(wave_frequency*d1) * smoothstep(-0.6, -0.3, d1) * smoothstep(0., -0.3, d1);
float p2 = sin(wave_frequency*d2) * smoothstep(-0.6, -0.3, d2) * smoothstep(0., -0.3, d2);
circles += 0.5 * normalize(v) * ((p2 - p1) / (2. * h) * (1. - t) * (1. - t));
}
}
circles /= float((MAX_RADIUS*2+1)*(MAX_RADIUS*2+1));
vec3 n = vec3(circles, sqrt(1.0 - dot(circles, circles)));
return n;
}