go-jetpack-clouds improvement

This commit is contained in:
Brandon 2018-06-25 17:08:15 -06:00
parent e29eacc2d2
commit 31c9a3336d
1 changed files with 17 additions and 15 deletions

View File

@ -134,6 +134,7 @@ func run() {
// Tutorial Text
txt := loadTTF("intuitive.ttf", 50, pixel.V(win.Bounds().Center().X-450, win.Bounds().Center().Y-200))
txt.Color = colornames.Black
fmt.Fprintf(txt, "Explore the Skies with WASD or Arrow Keys!")
currentSprite := jetpackOff
@ -203,8 +204,8 @@ func run() {
jetX += velX
jetY += velY
uGopherPos[0] = float32(jetX*0.01 + 1.0)
uGopherPos[1] = float32(jetY*0.01 + 1.0)
uGopherPos[0] = float32(jetX*0.00001 + 1.0)
uGopherPos[1] = float32(jetY*0.00001 + 1.0)
// Camera
camVector.X += (positionVector.X - camVector.X) * 0.2
camVector.Y += (positionVector.Y - camVector.Y) * 0.2
@ -250,14 +251,14 @@ var cloudsFragmentShader = `
precision highp float;
#endif
#define HOW_CLOUDY 0.4
#define SHADOW_THRESHOLD 0.2
#define SHADOW 0.2
#define HOW_CLOUDY 0.2
#define SHADOW_THRESHOLD 0.4
#define SHADOW 0.3
#define SUBSURFACE 1.0
#define WIND_DIRECTION 5.0
#define TIME_SCALE 1.7
#define SCALE 0.3
#define ENABLE_SHAFTS
#define WIND_DIRECTION 0.3
#define TIME_SCALE 0.6
#define SCALE 0.1
//#define ENABLE_SHAFTS
in vec2 texcoords;
out vec4 fragColor;
mat2 RM = mat2(cos(WIND_DIRECTION), -sin(WIND_DIRECTION), sin(WIND_DIRECTION), cos(WIND_DIRECTION));
@ -293,7 +294,7 @@ float fbm( vec3 p )
f += 0.03500*noise( p ); p = p*4.01;
f += 0.01250*noise( p ); p = p*4.04;
f -= 0.00125*noise( p );
return f/0.984375;
return f/0.784375;
}
float cloud(vec3 p)
@ -308,7 +309,7 @@ float shadow = 1.0;
float clouds(vec2 p){
float ic = cloud(vec3(p * 2.0, u_time*0.01 * TIME_SCALE)) / HOW_CLOUDY;
float init = smoothstep(0.1, 1.0, ic) * 10.0;
float init = smoothstep(0.1, 1.0, ic) * 5.0;
shadow = smoothstep(0.0, SHADOW_THRESHOLD, ic) * SHADOW + (1.0 - SHADOW);
init = (init * cloud(vec3(p * (6.0), u_time*0.01 * TIME_SCALE)) * ic);
init = (init * (cloud(vec3(p * (11.0), u_time*0.01 * TIME_SCALE))*0.5 + 0.4) * init);
@ -324,9 +325,10 @@ vec2 ratio = vec2(1.0, 1.0);
vec4 getresult(){
vec2 uvmouse = (u_mouse/(texcoords - u_texbounds.xy));
vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
vec2 surfacePosition = ((( t ) * vec2(u_gopherpos.x , u_gopherpos.y)) * 2.0 - 1.0)*SCALE;
vec2 position = ( surfacePosition);
vec2 sun = (uvmouse.xy * vec2(texcoords.x / texcoords.y+1.1, 1.0)*2.0-1.0) * SCALE;
//vec2 surfacePosition = ((( t ) * vec2(u_gopherpos.x , u_gopherpos.y)) * 2.0 - 1.0)*SCALE;
vec2 surfacePosition = t+u_gopherpos*10.0;
vec2 position = ( surfacePosition * SCALE);
vec2 sun = (uvmouse.xy * vec2(texcoords.x / texcoords.y, 1.0)*2.0-1.0) * SCALE;
float dst = distance(sun * ratio, position * ratio);
float suni = pow(dst + 1.0, -10.0);
@ -347,7 +349,7 @@ vec4 getresult(){
suni *= (shaft * 0.03);
return vec4(pow(mix(vec3(shadow), pow(vec3(0.23, 0.33, 0.48), vec3(2.2)) + suni, c), vec3(1.0/2.2)), c*0.1 + 0.9);
}
void main( void ) {
fragColor = getresult().rgba;
}