Files
Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/lighting/effects/energy-field.js
2025-01-04 00:34:03 +01:00

78 lines
2.2 KiB
JavaScript

/**
* Energy field animation coloration shader
*/
class EnergyFieldColorationShader extends AdaptiveColorationShader {
/** @override */
static forceDefaultColor = true;
/** @override */
static fragmentShader = `
${this.SHADER_HEADER}
${this.PRNG3D}
${this.PERCEIVED_BRIGHTNESS}
// classic 3d voronoi (with some bug fixes)
vec3 voronoi3d(const in vec3 x) {
vec3 p = floor(x);
vec3 f = fract(x);
float id = 0.0;
vec2 res = vec2(100.0);
for (int k = -1; k <= 1; k++) {
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
vec3 b = vec3(float(i), float(j), float(k));
vec3 r = vec3(b) - f + random(p + b);
float d = dot(r, r);
float cond = max(sign(res.x - d), 0.0);
float nCond = 1.0 - cond;
float cond2 = nCond * max(sign(res.y - d), 0.0);
float nCond2 = 1.0 - cond2;
id = (dot(p + b, vec3(1.0, 67.0, 142.0)) * cond) + (id * nCond);
res = vec2(d, res.x) * cond + res * nCond;
res.y = cond2 * d + nCond2 * res.y;
}
}
}
// replaced abs(id) by pow( abs(id + 10.0), 0.01)
// needed to remove artifacts in some specific configuration
return vec3( sqrt(res), pow( abs(id + 10.0), 0.01) );
}
void main() {
${this.FRAGMENT_BEGIN}
vec2 uv = vUvs;
// Hemispherize and scaling the uv
float f = (1.0 - sqrt(1.0 - dist)) / dist;
uv -= vec2(0.5);
uv *= f * 4.0 * intensity;
uv += vec2(0.5);
// time and uv motion variables
float t = time * 0.4;
float uvx = cos(uv.x - t);
float uvy = cos(uv.y + t);
float uvxt = cos(uv.x + sin(t));
float uvyt = sin(uv.y + cos(t));
// creating the voronoi 3D sphere, applying motion
vec3 c = voronoi3d(vec3(uv.x - uvx + uvyt,
mix(uv.x, uv.y, 0.5) + uvxt - uvyt + uvx,
uv.y + uvxt - uvx));
// applying color and contrast, to create sharp black areas.
finalColor = c.x * c.x * c.x * color * colorationAlpha;
${this.COLORATION_TECHNIQUES}
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
}