Add a blur shader, a bunch of other stuff. It looks like art!

This commit is contained in:
Joshua Seigler 2019-11-05 00:27:36 -05:00 committed by Joshua Seigler
parent ee252f0d6f
commit 2e601c4bb1
3 changed files with 218 additions and 36 deletions

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// our vertex data
attribute vec3 aPosition;
attribute vec2 aTexCoord;
// lets get texcoords just for fun!
varying vec2 vTexCoord;
void main() {
// copy the texcoords
vTexCoord = aTexCoord;
// copy the position data into a vec4, using 1.0 as the w component
vec4 positionVec4 = vec4(aPosition, 1.0);
positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
// send the vertex information on to the fragment shader
gl_Position = positionVec4;
}

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precision mediump float;
// texcoords from the vertex shader
varying vec2 vTexCoord;
// our texture coming from p5
uniform sampler2D tex0;
// the size of a texel or 1.0 / width , 1.0 / height
uniform vec2 texelSize;
// which way to blur, vec2(1.0, 0.0) is horizontal, vec2(0.0, 1.0) is vertical
uniform vec2 direction;
// gaussian blur filter modified from Filip S. at intel
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
// this function takes three parameters, the texture we want to blur, the uvs, and the texelSize
vec3 gaussianBlur( sampler2D t, vec2 texUV, vec2 stepSize ){
// a variable for our output
vec3 colOut = vec3( 0.0 );
// stepCount is 9 because we have 9 items in our array , const means that 9 will never change and is required loops in glsl
const int stepCount = 9;
// these weights were pulled from the link above
float gWeights[stepCount];
gWeights[0] = 0.10855;
gWeights[1] = 0.13135;
gWeights[2] = 0.10406;
gWeights[3] = 0.07216;
gWeights[4] = 0.04380;
gWeights[5] = 0.02328;
gWeights[6] = 0.01083;
gWeights[7] = 0.00441;
gWeights[8] = 0.00157;
// these offsets were also pulled from the link above
float gOffsets[stepCount];
gOffsets[0] = 0.66293;
gOffsets[1] = 2.47904;
gOffsets[2] = 4.46232;
gOffsets[3] = 6.44568;
gOffsets[4] = 8.42917;
gOffsets[5] = 10.41281;
gOffsets[6] = 12.39664;
gOffsets[7] = 14.38070;
gOffsets[8] = 16.36501;
// lets loop nine times
for( int i = 0; i < stepCount; i++ ){
// multiply the texel size by the by the offset value
vec2 texCoordOffset = gOffsets[i] * stepSize;
// sample to the left and to the right of the texture and add them together
vec3 col = texture2D( t, texUV + texCoordOffset ).xyz + texture2D( t, texUV - texCoordOffset ).xyz;
// multiply col by the gaussian weight value from the array
col *= gWeights[i];
// add it all up
colOut += col;
}
// our final value is returned as col out
return colOut;
}
void main() {
vec2 uv = vTexCoord;
// the texture is loaded upside down and backwards by default so lets flip it
uv = 1.0 - uv;
// use our blur function
vec3 blur = gaussianBlur(tex0, uv, texelSize * direction);
gl_FragColor = vec4(blur, 1.0);
}

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new p5(sketch => {
let width = document.documentElement.scrollWidth;
let height = document.documentElement.scrollHeight;
let maxD = Math.min(width, height) / 2;
// reused dimensions and a seed
let seed, width, height, maxD, goalInstances;
let buffer = sketch.createGraphics(maxD, maxD);
// offscreen layers
let buffer, pass1, pass2;
function generate() {
sketch.blendMode(sketch.REPLACE);
sketch.background('#000');
sketch.blendMode(sketch.ADD);
for (let i = 0; i < 60; i++) {
buffer.background('#000');
let d = maxD * sketch.random(0.2, 1);
let c = sketch.color(sketch.random(100), 100, 100, 80)
buffer.fill(c);
buffer.circle(maxD / 2, maxD / 2, d);
buffer.fill('#000');
buffer.circle(sketch.random(maxD), sketch.random(maxD), sketch.random(0.2, 0.8) * d);
while (sketch.random() > 0.1) {
let a1 = sketch.random(2 * Math.PI);
let a2 = sketch.random(2 * Math.PI);
buffer.stroke(0);
buffer.strokeWeight(sketch.random(1, maxD * 0.1));
buffer.line(maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5));
}
let w = sketch.random(-d, width + d);
let h = sketch.random(-d, height + d);
sketch.image(buffer, w, h);
}
}
// shaders
let blurH, blurV;
sketch.preload = () => {
/* load images, music, etc */
}
sketch.keyPressed = () => {
generate();
// shaders, we will use the same vertex shader and frag shaders for both passes
blurH = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
blurV = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
}
sketch.setup = () => {
sketch.createCanvas(width, height);
goalInstances = 100;
seed = window.location.hash.substr(1);
sketch.noStroke();
sketch.colorMode(sketch.HSB, 100);
width = document.documentElement.scrollWidth;
height = document.documentElement.scrollHeight;
maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
sketch.createCanvas(width, height);
buffer = sketch.createGraphics(maxD, maxD);
pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
buffer.noStroke();
buffer.blendMode(sketch.BLEND);
pass1.noStroke();
pass2.noStroke();
generate();
}
sketch.draw = () => {
}
sketch.keyPressed = () => {
if (sketch.key == ' ') {
seed = null;
generate();
}
}
function generate() {
if (seed) {
sketch.randomSeed(seed);
} else {
let seed = Math.floor(sketch.random(1000000000000));
window.location.hash = seed;
sketch.randomSeed(seed);
}
sketch.noiseSeed(sketch.random());
sketch.blendMode(sketch.BLEND);
sketch.background('#000');
sketch.blendMode(sketch.ADD);
let resolution = 2;
let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
let unit = Math.sqrt(sqpxEach);
let rows = Math.max(1, Math.round(height / unit)) + 1;
let cols = Math.max(1, Math.round(width / unit)) + 1;
let noiseOffset = sketch.random(0, 1000);
for (let i = 0; i < rows * cols; i++) {
// calculate row and col from i
let col = i % cols;
let row = Math.floor(i / cols);
buffer.noStroke();
buffer.background('#000');
// perlin noise "intensity"
let intensity = sketch.noise(
noiseOffset + row / rows * resolution,
noiseOffset + col / cols * resolution
);
let d = maxD * intensity; // diameter
let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
buffer.fill(c);
buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
// giant, lo-fi blur
pass1.shader(blurH);
blurH.setUniform('tex0', buffer);
blurH.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
blurH.setUniform('direction', [1.0, 0.0]);
pass1.rect(0,0,maxD, maxD);
pass2.shader(blurV);
blurV.setUniform('tex0', pass1);
blurV.setUniform('texelSize', [8.0/maxD, 8.0/maxD]);
blurV.setUniform('direction', [0.0, 1.0]);
pass2.rect(0,0,maxD, maxD);
// regular blur to hide artifacts
pass1.shader(blurH);
blurH.setUniform('tex0', pass2);
blurH.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
blurH.setUniform('direction', [1.0, 0.0]);
pass1.rect(0,0,maxD, maxD);
pass2.shader(blurV);
blurV.setUniform('tex0', pass1);
blurV.setUniform('texelSize', [1.0/maxD, 1.0/maxD]);
blurV.setUniform('direction', [0.0, 1.0]);
pass2.rect(0,0,maxD, maxD);
buffer.image(pass2, 0, 0, maxD, maxD);
buffer.fill('#000');
let cutoutAngle = sketch.random(2 * Math.PI);
buffer.circle(d * Math.cos(cutoutAngle), d * Math.sin(cutoutAngle), sketch.random(0.3, 0.5) * d);
do {
let a1 = sketch.random(2 * Math.PI);
let a2 = sketch.random(2 * Math.PI);
buffer.stroke(0);
buffer.strokeWeight(1 + d * Math.pow(sketch.random(0.7368), 3));// as much as 0.4*d
buffer.line(
maxD * (Math.sin(a1) + 0.5), maxD * (Math.cos(a1) + 0.5),
maxD * (Math.sin(a2) + 0.5), maxD * (Math.cos(a2) + 0.5)
);
} while (sketch.random() < 0.5 + 0.45 * intensity);
let displacementAngle = sketch.random(0, Math.PI * 2);
let displacementAmount = sketch.random(unit);
let w = width / (cols - 1) * col + displacementAmount * Math.cos(displacementAngle);
let h = height / (rows - 1) * row + displacementAmount * Math.sin(displacementAngle);
sketch.image(buffer, w - maxD / 2, h - maxD / 2);
}
}
});