decla-red/frontend/src/shaders/cave-distance-fs.glsl
2020-07-22 22:47:26 +02:00

46 lines
1.1 KiB
GLSL

#version 300 es
precision mediump float;
#define INFINITY 10000.0
#define LINE_COUNT 50
uniform vec2[LINE_COUNT * 2] lines;
uniform float[LINE_COUNT * 2] radii;
float lineDistance(
in vec2 target,
in vec2 start,
in vec2 end,
in float radiusFrom,
in float radiusTo
) {
vec2 pa = target - start, ba = end - start;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return distance(pa, ba * h) - mix(radiusFrom, radiusTo, smoothstep(0.0, 1.0, h));
}
float getDistance(in vec2 target) {
float minDistance = INFINITY;
for (int i = 0; i < LINE_COUNT; i++) {
vec2 start = lines[2 * i];
vec2 end = lines[2 * i + 1];
float rFrom = radii[2 * i];
float rTo = radii[2 * i + 1];
minDistance = min(minDistance, lineDistance(target, start, end, rFrom, rTo));
}
return -minDistance;
}
uniform mat3 distanceScreenToWorld;
out vec4 fragmentColor;
void main() {
vec2 position = (vec3(gl_FragCoord.xy, 1.0) * distanceScreenToWorld).xy;
float distance = getDistance(position);
fragmentColor = vec4(vec3(0.0), distance / 256.0 + 0.5);
}