diff options
Diffstat (limited to 'src/shader/code/vertex.glsl')
-rw-r--r-- | src/shader/code/vertex.glsl | 52 |
1 files changed, 47 insertions, 5 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl index 0f0e07c..5136023 100644 --- a/src/shader/code/vertex.glsl +++ b/src/shader/code/vertex.glsl @@ -11,6 +11,7 @@ uniform uint nX; uniform uint nY; uniform bool show_fluid_quality; +uniform bool show_curl; uniform int palette_factor; float unit(float x) { @@ -65,6 +66,38 @@ vec3 trafficLightPalette(float x) { } } +vec3 blueBlackRedPalette(float x) { + if ( x < 0.5 ) { + return mix( + vec3(0.0, 0.0, 1.0), + vec3(0.0, 0.0, 0.0), + 2*x + ); + } else { + return mix( + vec3(0.0, 0.0, 0.0), + vec3(1.0, 0.0, 0.0), + 2*(x - 0.5) + ); + } +} + +vec3 blackGoldPalette(float x) { + return mix( + vec3(0.0, 0.0, 0.0), + vec3(0.5, 0.35, 0.05), + x + ); +} + +vec3 blueRedPalette(float x) { + return mix( + vec3(0.0, 0.0, 1.0), + vec3(1.0, 0.0, 0.0), + x + ); +} + void main() { const vec2 idx = fluidVertexAtIndex(gl_VertexID); @@ -83,12 +116,21 @@ void main() { vs_out.color = vec3(0.0, 0.0, 0.0); } else { if ( show_fluid_quality ) { - vs_out.color = trafficLightPalette(restrictedQuality(VertexPosition.y)); + vs_out.color = trafficLightPalette( + restrictedQuality(VertexPosition.y) + ); + } else if ( show_curl ) { + const float factor = 1.0 / float(100*palette_factor); + if ( abs(VertexPosition.x) > 1.0 ) { + vs_out.color = blueBlackRedPalette( + 0.5 + (VertexPosition.x * factor) + ); + } else { + vs_out.color = vec3(0.0,0.0,0.0); + } } else { - vs_out.color = mix( - vec3(-0.5, 0.0, 1.0), - vec3( 1.0, 0.0, 0.0), - norm(VertexPosition.xy) / float(palette_factor) + vs_out.color = blueRedPalette( + norm(VertexPosition.xy) / palette_factor ); } } |