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-rw-r--r--web/pw-visualizer/assets/shaders/vert/image.glsl33
-rw-r--r--web/pw-visualizer/assets/shaders/vert/simple.glsl36
-rw-r--r--web/pw-visualizer/assets/shaders/vert/vor.glsl43
3 files changed, 112 insertions, 0 deletions
diff --git a/web/pw-visualizer/assets/shaders/vert/image.glsl b/web/pw-visualizer/assets/shaders/vert/image.glsl
new file mode 100644
index 0000000..5dd3f56
--- /dev/null
+++ b/web/pw-visualizer/assets/shaders/vert/image.glsl
@@ -0,0 +1,33 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+attribute vec2 a_position;
+attribute vec2 a_texCoord;
+
+uniform float u_time;
+
+uniform vec4 u_viewbox; // [x, y, width, height]
+uniform vec2 u_resolution;
+uniform mat3 u_trans;
+
+varying vec2 v_pos;
+varying vec2 v_texCoord;
+
+void main() {
+ vec3 pos = vec3(a_position, 1.0);
+
+ pos = u_trans * pos;
+
+ vec2 uv = pos.xy;
+
+ // Viewbox's center is top left, a_position's is in the center to the screen
+ // So translate and scale the viewbox**
+ uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
+ uv /= u_viewbox.zw * 0.5;
+
+ v_pos = (uv.xy + 1.0) * 0.5;
+
+ gl_Position = vec4(uv.xy, 0.0, 1.0);
+ v_texCoord = a_texCoord;
+}
diff --git a/web/pw-visualizer/assets/shaders/vert/simple.glsl b/web/pw-visualizer/assets/shaders/vert/simple.glsl
new file mode 100644
index 0000000..935decf
--- /dev/null
+++ b/web/pw-visualizer/assets/shaders/vert/simple.glsl
@@ -0,0 +1,36 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+attribute vec2 a_position;
+attribute vec2 a_texCoord;
+
+uniform float u_time;
+
+uniform vec4 u_viewbox; // [x, y, width, height]
+uniform vec2 u_resolution;
+uniform mat3 u_trans;
+uniform mat3 u_trans_next;
+
+varying vec2 v_pos;
+varying vec2 v_texCoord;
+
+void main() {
+ vec3 pos = vec3(a_position, 1.0);
+
+ mat3 trans = (u_trans_next * (1.0 - u_time)) + (u_trans * u_time);
+
+ pos = trans * pos;
+
+ vec2 uv = pos.xy;
+
+ // Viewbox's center is top left, a_position's is in the center to the screen
+ // So translate and scale the viewbox**
+ uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
+ uv /= u_viewbox.zw * 0.5;
+
+ v_pos = (uv.xy + 1.0) * 0.5;
+
+ gl_Position = vec4(uv.xy, 0.0, 1.0);
+ v_texCoord = a_texCoord;
+}
diff --git a/web/pw-visualizer/assets/shaders/vert/vor.glsl b/web/pw-visualizer/assets/shaders/vert/vor.glsl
new file mode 100644
index 0000000..75747c4
--- /dev/null
+++ b/web/pw-visualizer/assets/shaders/vert/vor.glsl
@@ -0,0 +1,43 @@
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+attribute vec2 a_pos;
+attribute vec2 a_center;
+attribute float a_own;
+attribute float a_intensity;
+
+uniform vec3 u_planet_colours[$PLANETS * 2];
+uniform vec4 u_viewbox; // [x, y, width, height]
+uniform vec2 u_resolution;
+uniform float u_time;
+
+varying float v_intensity;
+varying float v_dist;
+varying vec2 v_pos;
+varying vec3 v_color;
+
+void main() {
+ v_intensity = a_intensity;
+ v_dist = distance(a_pos * u_resolution , a_center * u_resolution);
+
+ int own = int(a_own);
+
+ vec2 uv = a_pos;
+
+ // Viewbox's center is top left, a_position's is in the center to the screen
+ // So translate and scale the viewbox**
+ uv -= u_viewbox.xy + (u_viewbox.zw * 0.5);
+ uv /= u_viewbox.zw * 0.5;
+ v_pos = uv.xy;
+
+ // v_pos = (uv.xy + 1.0) * 0.5;
+
+ if (own < 0) {
+ v_color = vec3(0., 0., 0.);
+ } else {
+ v_color = mix(u_planet_colours[own * 2], u_planet_colours[own * 2 + 1], u_time);
+ }
+
+ gl_Position = vec4(uv.xy, 0.0, 1.0);
+}