decla-red/frontend/src/shaders/cave-distance-fs.glsl
2020-07-25 14:20:11 +02:00

50 lines
1.1 KiB
GLSL

#version 300 es
precision lowp 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, 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;
}
in vec2 worldCoordinates;
out vec4 fragmentColor;
void main() {
float distance = getDistance(worldCoordinates);
const vec3 caveColor = vec3(0.0);
const vec3 airColor = vec3(1.0);
fragmentColor = vec4(
mix(caveColor, airColor, distance),
distance / 32.0
);
}