Created
February 12, 2020 01:11
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grey-scott reaction-diffusion http://www.karlsims.com/rd.html
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 spectrum; | |
uniform sampler2D texture0; | |
uniform sampler2D texture1; | |
uniform sampler2D texture2; | |
uniform sampler2D texture3; | |
uniform sampler2D prevFrame; | |
uniform sampler2D prevPass; | |
uniform float d_a; | |
uniform float d_b; | |
uniform float dt; | |
uniform float feed; | |
uniform float kill; | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
void main(void) | |
{ | |
vec2 uv = vec2(inData.v_texcoord.x, inData.v_texcoord.y); | |
vec4 old = texture2D(prevFrame, uv); | |
float old_a = old.r; | |
float old_b = old.b; | |
vec4 left = texture2D(prevFrame, uv - vec2(1/resolution.x, 0)); | |
vec4 right = texture2D(prevFrame, uv + vec2(1/resolution.x, 0)); | |
vec4 up = texture2D(prevFrame, uv - vec2(0, 1/resolution.y)); | |
vec4 down = texture2D(prevFrame, uv + vec2(0, 1/resolution.y)); | |
vec4 left_up = texture2D(prevFrame, uv + vec2(-1/resolution.x, -1/resolution.y)); | |
vec4 right_up = texture2D(prevFrame, uv + vec2(1/resolution.x, -1/resolution.y)); | |
vec4 right_down = texture2D(prevFrame, uv + vec2(1/resolution.x, 1/resolution.y)); | |
vec4 left_down = texture2D(prevFrame, uv + vec2(-1/resolution.x, 1/resolution.y)); | |
vec4 laplace1 = left/4.0 + right/4.0 + up/4.0 + down/4.0; | |
vec4 laplace = left/5.0 + right/5.0 + up/5.0 + down/5.0 + left_up/20.0 + right_up/20.0 + right_down/20.0 + left_down/20.0 ; | |
float laplace_a = laplace.r - old_a; | |
float laplace_b = laplace.b - old_b; | |
float dt_ = dt * 1; | |
float a = old_a + (d_a * laplace_a - old_a * old_b * old_b + feed * (1 - old_a)) * dt_; | |
float b = old_b + (d_b * laplace_b + old_a * old_b * old_b - ((kill + feed) * old_b)) * dt_; | |
if (abs(uv.x - mouse.x) < 0.005 && abs(1 - uv.y - mouse.y) < 0.01) { | |
fragColor = vec4(1,0,1,0); | |
} else { | |
fragColor = vec4(a, 0, b, 0); | |
} | |
} |
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