4610bb4a99
- cpp/functions/gfx/uniform_parser: regex-based parser of @slider/@color/@toggle/@xy annotations (+ inline tests) - cpp/functions/gfx/uniform_panel: ImGui widgets + value store + glUniform* apply - shader_canvas: optional uniforms callback invoked per-frame - gl_loader: +glUniform1i/3f/4f - seed plasma: demo uniforms u_speed + u_color - rebuild Windows .exe Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
86 lines
2.3 KiB
C
86 lines
2.3 KiB
C
#pragma once
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// GLSL 330 fragment shader bodies (no #version, no out, no uniform declarations).
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// compile_fragment() prepends those automatically.
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static const char* PLASMA = R"glsl(
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uniform float u_speed; // @slider min=0.1 max=5 default=1
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uniform vec3 u_color; // @color default=0.5,0.2,0.8
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution;
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float t = u_time * u_speed;
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vec3 c = u_color * (0.5 + 0.5 * cos(t + uv.xyx + vec3(0.0, 2.0, 4.0)));
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fragColor = vec4(c, 1.0);
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}
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)glsl";
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static const char* CIRCLE = R"glsl(
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution;
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vec2 center = vec2(0.5);
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float t = u_time;
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// Animated center
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center += vec2(sin(t * 0.7), cos(t * 0.5)) * 0.2;
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float d = length(uv - center);
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// Concentric rings
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float rings = sin(d * 40.0 - t * 3.0) * 0.5 + 0.5;
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// Radial glow
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float glow = exp(-d * 4.0);
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vec3 col = mix(
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vec3(0.05, 0.1, 0.3),
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vec3(0.2, 0.7, 1.0),
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rings * glow + glow * 0.4
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);
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fragColor = vec4(col, 1.0);
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}
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)glsl";
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static const char* CHECKER = R"glsl(
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution;
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float t = u_time;
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// Animated scale and rotation
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float scale = 8.0 + sin(t * 0.4) * 3.0;
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float angle = t * 0.2;
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float ca = cos(angle), sa = sin(angle);
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vec2 p = uv - 0.5;
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p = vec2(ca * p.x - sa * p.y, sa * p.x + ca * p.y);
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p = p * scale + 0.5;
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vec2 cell = floor(p);
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float checker = mod(cell.x + cell.y, 2.0);
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// Color gradient per cell
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float hue = fract((cell.x + cell.y) * 0.1 + t * 0.05);
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vec3 col_a = vec3(hue, 0.7, 0.9);
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vec3 col_b = vec3(fract(hue + 0.5), 0.5, 0.7);
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// Simple HSV to RGB
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vec3 col = mix(col_b, col_a, checker);
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// hue is already [0,1], apply saturation/value manually
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float h = col.x * 6.0;
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int i = int(h);
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float f = h - float(i);
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float p2 = col.z * (1.0 - col.y);
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float q2 = col.z * (1.0 - col.y * f);
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float t2 = col.z * (1.0 - col.y * (1.0 - f));
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vec3 rgb;
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if (i == 0) rgb = vec3(col.z, t2, p2);
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else if (i == 1) rgb = vec3(q2, col.z, p2);
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else if (i == 2) rgb = vec3(p2, col.z, t2);
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else if (i == 3) rgb = vec3(p2, q2, col.z);
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else if (i == 4) rgb = vec3(t2, p2, col.z);
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else rgb = vec3(col.z, p2, q2);
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fragColor = vec4(rgb, 1.0);
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}
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)glsl";
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