folk-canvas/labs/folk-sand.glsl.ts

1106 lines
24 KiB
TypeScript

import { glsl } from '@lib/tags';
/** Falling sand shaders using block cellular automata with Margolus offsets.
* Based on "Probabilistic Cellular Automata for Granular Media in Video Games" (https://arxiv.org/abs/2008.06341)
* Code adapted from https://github.com/GelamiSalami/GPU-Falling-Sand-CA
*/
const CONSTANTS = glsl`
#define AIR 0.0
#define SMOKE 1.0
#define WATER 2.0
#define LAVA 3.0
#define SAND 4.0
#define PLANT 5.0
#define STONE 6.0
#define WALL 7.0
#define COLLISION 99.0
#define ICE 8.0
#define FIRE 9.0
#define STEAM 10.0
const vec3 bgColor = pow(vec3(31, 34, 36) / 255.0, vec3(2));
`;
const UTILS = glsl`
const float EPSILON = 1e-4;
const float PI = acos(-1.);
const float TAU = PI * 2.0;
vec3 saturate(vec3 x) { return clamp(x, vec3(0), vec3(1)); }
// https://iquilezles.org/articles/palettes/
vec3 palette(float t)
{
return .5 + .5 * cos(TAU * (vec3(1, 1, 1) * t + vec3(0, .33, .67)));
}
// Hash without Sine
// https://www.shadertoy.com/view/4djSRW
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float hash13(vec3 p3)
{
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.zyx + 31.32);
return fract((p3.x + p3.y) * p3.z);
}
vec3 hash33(vec3 p3)
{
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy + p3.yxx)*p3.zyx);
}
vec4 hash43(vec3 p)
{
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
vec3 linearTosRGB(vec3 col)
{
return mix(1.055 * pow(col, vec3(1.0 / 2.4)) - 0.055, col * 12.92, lessThan(col, vec3(0.0031308)));
}
`;
/** Vertex shader for rendering quads */
export const vertexShader = glsl`#version 300 es
in vec4 aPosition;
in vec2 aUv;
out vec2 outUv;
void main() {
gl_Position = aPosition;
outUv = aUv;
}
`;
export const simulationShader = glsl`#version 300 es
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform int frame;
uniform vec4 mouse;
uniform int materialType;
uniform float brushRadius;
uniform sampler2D tex;
uniform sampler2D u_collisionTex;
uniform float initialSand;
in vec2 outUv;
out vec4 fragColor;
${CONSTANTS}
${UTILS}
// https://iquilezles.org/articles/distfunctions2d/
float sdSegment(vec2 p, vec2 a, vec2 b)
{
vec2 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba) / dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
}
ivec2 getOffset(int frame)
{
int i = frame % 4;
if (i == 0)
return ivec2(0, 0);
else if (i == 1)
return ivec2(1, 1);
else if (i == 2)
return ivec2(0, 1);
return ivec2(1, 0);
}
vec4 getData(ivec2 p)
{
// Check boundaries first
if (p.x < 0 || p.y < 0 || p.x >= int(resolution.x) || p.y >= int(resolution.y)) {
return vec4(vec3(0.02), WALL);
}
// Calculate UV coordinates for the collision texture
vec2 collisionUv = (vec2(p) + 0.5) / resolution;
float collisionValue = texture(u_collisionTex, collisionUv).r;
// If there's a collision at this position, always return COLLISION type
if (collisionValue > 0.5) {
return vec4(bgColor, COLLISION);
}
// If no collision, get the data from the simulation texture
vec4 data = texelFetch(tex, p, 0);
if (data.xyz == vec3(0)) {
data.xyz = bgColor;
}
return data;
}
void swap(inout vec4 a, inout vec4 b)
{
vec4 tmp = a;
a = b;
b = tmp;
}
vec4 createParticle(float id)
{
if (id == AIR)
{
return vec4(0.0, 0.0, 0.0, AIR);
}
else if (id == STEAM || id == SMOKE)
{
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.0, id);
}
else if (id == WATER)
{
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.0, WATER);
}
else if (id == LAVA || id == SAND || id == ICE)
{
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.0, id);
}
else if (id == PLANT)
{
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.5, PLANT);
}
else if (id == STONE || id == WALL)
{
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.0, id);
}
else if (id == FIRE)
{
// Use r for randomness, b for heat (0.5-1.0 range for initial heat)
return vec4(hash13(vec3(gl_FragCoord.xy, frame)), 0.0, 0.5 + hash13(vec3(gl_FragCoord.xy, float(frame) + 1.0)) * 0.5, FIRE);
}
return vec4(0.0, 0.0, 0.0, AIR);
}
void main() {
vec2 uv = gl_FragCoord.xy / resolution;
if (frame == 0) {
float r = hash12(gl_FragCoord.xy);
float id = AIR;
if (r < initialSand)
{
id = SAND;
}
fragColor = createParticle(id);
return;
}
if (mouse.x > 0.0)
{
float d = sdSegment(gl_FragCoord.xy, mouse.xy, mouse.zw);
if (d < brushRadius)
{
fragColor = createParticle(float(materialType));
return;
}
}
ivec2 offset = getOffset(frame);
ivec2 fc = ivec2(gl_FragCoord.xy) + offset;
ivec2 p = (fc / 2) * 2 - offset;
ivec2 xy = fc % 2;
int i = xy.x + xy.y * 2;
vec4 t00 = getData(p); // top-left
vec4 t10 = getData(p + ivec2(1, 0)); // top-right
vec4 t01 = getData(p + ivec2(0, 1)); // bottom-left
vec4 t11 = getData(p + ivec2(1, 1)); // bottom-right
vec4 tn00 = getData(p + ivec2(0, -1));
vec4 tn10 = getData(p + ivec2(1, -1));
if (t00.a == t10.a && t01.a == t11.a && t00.a == t01.a)
{
fragColor = i == 0 ? t00 :
i == 1 ? t10 :
i == 2 ? t01 : t11;
return;
}
vec4 r = hash43(vec3(p, frame));
if ((t01.a == SMOKE && t11.a < SMOKE ||
t01.a < SMOKE && t11.a == SMOKE ||
t01.a == STEAM && t11.a < STEAM ||
t01.a < STEAM && t11.a == STEAM) && r.x < 0.25)
{
swap(t01, t11);
}
if ((t01.a == STEAM && t11.a < STEAM ||
t01.a < STEAM && t11.a == STEAM) && r.x < 0.25)
{
swap(t01, t11);
}
if (t00.a == SMOKE || t00.a == STEAM)
{
if (t01.a < t00.a && r.y < 0.25)
{
swap(t00, t01);
} else if (r.z < 0.003)
{
t00 = vec4(bgColor, AIR);
} else if (t00.a == STEAM && r.w < 0.001) { // Small chance for steam to condense
t00 = createParticle(WATER);
}
}
if (t10.a == SMOKE || t10.a == STEAM)
{
if (t11.a < t10.a && r.y < 0.25)
{
swap(t10, t11);
} else if (r.z < 0.003)
{
t10 = vec4(bgColor, AIR);
}
}
if (((t01.a == SAND) && t11.a < SAND ||
t01.a < SAND && (t11.a == SAND)) &&
t00.a < SAND && t10.a < SAND && r.x < 0.4)
{
swap(t01, t11);
}
if (t01.a == SAND || t01.a == STONE)
{
if (t00.a < SAND && t00.a != WATER && t00.a != LAVA)
{
if (r.y < 0.9) swap(t01, t00);
}
else if (t00.a == WATER)
{
if (r.y < 0.3) swap(t01, t00);
}
else if (t00.a == LAVA)
{
float fallProb = t01.a == SAND ? 0.15 : 0.25;
if (r.y < fallProb) swap(t01, t00);
}
else if (t11.a < SAND && t10.a < SAND)
{
swap(t01, t10);
}
}
if (t11.a == SAND || t11.a == STONE)
{
if (t10.a < SAND && t10.a != WATER && t10.a != LAVA)
{
if (r.y < 0.9) swap(t11, t10);
}
else if (t10.a == WATER)
{
if (r.y < 0.3) swap(t11, t10);
}
else if (t10.a == LAVA)
{
float fallProb = t11.a == SAND ? 0.15 : 0.25;
if (r.y < fallProb) swap(t11, t10);
}
else if (t01.a < SAND && t00.a < SAND)
{
swap(t11, t00);
}
}
bool drop = false;
if (t01.a == WATER)
{
if (t00.a < t01.a && r.y < 0.95)
{
swap(t01, t00);
drop = true;
} else if (t11.a < t01.a && t10.a < t01.a && r.z < 0.3)
{
swap(t01, t10);
drop = true;
}
}
if (t11.a == WATER)
{
if (t10.a < t11.a && r.y < 0.95)
{
swap(t11, t10);
drop = true;
} else if (t01.a < t11.a && t00.a < t11.a && r.z < 0.3)
{
swap(t11, t00);
drop = true;
}
}
if (!drop)
{
if ((t01.a == WATER && t11.a < WATER ||
t01.a < WATER && t11.a == WATER) &&
(t00.a >= WATER && t10.a >= WATER || r.w < 0.8))
{
swap(t01, t11);
}
if ((t00.a == WATER && t10.a < WATER ||
t00.a < WATER && t10.a == WATER) &&
(tn00.a >= WATER && tn10.a >= WATER || r.w < 0.8))
{
swap(t00, t10);
}
}
if (t01.a == LAVA)
{
if (t00.a < t01.a && r.y < 0.8)
{
swap(t01, t00);
} else if (t11.a < t01.a && t10.a < t01.a && r.z < 0.2)
{
swap(t01, t10);
}
}
if (t11.a == LAVA)
{
if (t10.a < t11.a && r.y < 0.8)
{
swap(t11, t10);
} else if (t01.a < t11.a && t00.a < t11.a && r.z < 0.2)
{
swap(t11, t00);
}
}
if (t00.a == LAVA)
{
if (t01.a == WATER)
{
t00 = createParticle(STONE);
t01 = createParticle(SMOKE);
} else if (t10.a == WATER)
{
t00 = createParticle(STONE);
t10 = createParticle(SMOKE);
} else if (t01.a == PLANT && r.x < 0.03) // left
{
t01 = createParticle(SMOKE);
if (r.y < 0.04) {
t00 = createParticle(STONE);
}
} else if (t10.a == PLANT && r.x < 0.03) // right
{
t10 = createParticle(SMOKE);
if (r.y < 0.04) {
t10 = createParticle(STONE);
}
}
}
if (t10.a == LAVA)
{
if (t11.a == WATER)
{
t10 = createParticle(STONE);
t11 = createParticle(SMOKE);
} else if (t00.a == WATER)
{
t10 = createParticle(STONE);
t00 = createParticle(SMOKE);
} else if (t11.a == PLANT && r.x < 0.03)
{
t11 = createParticle(SMOKE);
if (r.y < 0.04) {
t10 = createParticle(STONE);
}
} else if (t00.a == PLANT && r.x < 0.03)
{
t00 = createParticle(SMOKE);
if (r.y < 0.04) {
t10 = createParticle(STONE);
}
}
}
if (t01.a == LAVA)
{
if (t00.a == PLANT && r.x < 0.03)
{
t00 = createParticle(SMOKE);
if (r.y < 0.04) {
t01 = createParticle(STONE);
}
} else if (t11.a == PLANT && r.x < 0.03)
{
t11 = createParticle(SMOKE);
if (r.y < 0.04) {
t01 = createParticle(STONE);
}
}
}
if (t11.a == LAVA)
{
if (t10.a == PLANT && r.x < 0.03)
{
t10 = createParticle(SMOKE);
if (r.y < 0.04) {
t11 = createParticle(STONE);
}
} else if (t01.a == PLANT && r.x < 0.03)
{
t01 = createParticle(SMOKE);
if (r.y < 0.04) {
t11 = createParticle(STONE);
}
}
}
if ((t01.a == LAVA && t11.a < LAVA ||
t01.a < LAVA && t11.a == LAVA) && r.x < 0.6)
{
swap(t01, t11);
}
// Plant growth and water propagation
if (t00.a == PLANT)
{
// Direct water contact increases water level and has a chance to consume water
if (t01.a == WATER) {
t00.b = min(t00.b + 0.1, 1.0);
if (r.x < 0.1) {
t01 = createParticle(AIR);
}
}
if (t10.a == WATER) {
t00.b = min(t00.b + 0.1, 1.0);
if (r.y < 0.1) { // Using r.y for different randomness
t10 = createParticle(AIR);
}
}
// Propagate water to nearby plants (use red channel)
if (t01.a == PLANT) {
float avgWater = (t00.b + t01.b) * 0.5;
t00.b = t01.b = avgWater;
}
if (t10.a == PLANT) {
float avgWater = (t00.b + t10.b) * 0.5;
t00.b = t10.b = avgWater;
}
// Growth primarily happens upward if water level is sufficient
if (t00.b > 0.4)
{
if ((t01.a == AIR || t10.a == AIR) && r.x < 0.01)
{
if (r.y < 0.8 && t01.a == AIR)
{
t01 = createParticle(PLANT);
t00.b *= 0.7;
}
else if (t10.a == AIR)
{
t10 = createParticle(PLANT);
t00.b *= 0.7;
}
}
}
}
// Similar updates for t10
if (t10.a == PLANT)
{
if (t11.a == WATER) {
t10.b = min(t10.b + 0.1, 1.0);
if (r.z < 0.1) {
t11 = createParticle(AIR);
}
}
if (t00.a == WATER) {
t10.b = min(t10.b + 0.1, 1.0);
if (r.w < 0.1) {
t00 = createParticle(AIR);
}
}
if (t11.a == PLANT) {
float avgWater = (t10.b + t11.b) * 0.5;
t10.b = t11.b = avgWater;
}
if (t00.a == PLANT) {
float avgWater = (t10.b + t00.b) * 0.5;
t10.b = t00.b = avgWater;
}
if (t10.b > 0.4)
{
if ((t11.a == AIR || t00.a == AIR) && r.x < 0.01)
{
if (r.y < 0.8 && t11.a == AIR)
{
t11 = createParticle(PLANT);
t10.b *= 0.7;
}
else if (t00.a == AIR)
{
t00 = createParticle(PLANT);
t10.b *= 0.7;
}
}
}
}
if (t01.a == PLANT)
{
if (t00.a == WATER) {
t01.b = min(t01.b + 0.1, 1.0);
if (r.x < 0.1) {
t00 = createParticle(AIR);
}
}
if (t11.a == WATER) {
t01.b = min(t01.b + 0.1, 1.0);
if (r.y < 0.1) {
t11 = createParticle(AIR);
}
}
if (t00.a == PLANT) {
float avgWater = (t01.b + t00.b) * 0.5;
t01.b = t00.b = avgWater;
}
if (t11.a == PLANT) {
float avgWater = (t01.b + t11.b) * 0.5;
t01.b = t11.b = avgWater;
}
if (t01.b > 0.4)
{
if ((t00.a == AIR || t11.a == AIR) && r.x < 0.01)
{
if (r.y < 0.8 && t00.a == AIR)
{
t00 = createParticle(PLANT);
t01.b *= 0.7;
}
else if (t11.a == AIR)
{
t11 = createParticle(PLANT);
t01.b *= 0.7;
}
}
}
}
if (t11.a == PLANT)
{
if (t10.a == WATER) {
t11.b = min(t11.b + 0.1, 1.0);
if (r.z < 0.1) {
t10 = createParticle(AIR);
}
}
if (t01.a == WATER) {
t11.b = min(t11.b + 0.1, 1.0);
if (r.w < 0.1) {
t00 = createParticle(AIR);
}
}
if (t10.a == PLANT) {
float avgWater = (t11.b + t10.b) * 0.5;
t11.b = t10.b = avgWater;
}
if (t01.a == PLANT) {
float avgWater = (t11.b + t01.b) * 0.5;
t11.b = t01.b = avgWater;
}
if (t11.b > 0.4)
{
if ((t10.a == AIR || t01.a == AIR) && r.x < 0.01)
{
if (r.y < 0.8 && t10.a == AIR)
{
t10 = createParticle(PLANT);
t11.b *= 0.7;
}
else if (t01.a == AIR)
{
t01 = createParticle(PLANT);
t11.b *= 0.7;
}
}
}
}
// Ice melting near lava
if (t00.a == ICE)
{
// Check for nearby lava
if (t01.a == LAVA || t10.a == LAVA)
{
if (r.x < 0.2) { // 20% chance to melt per frame
t00 = createParticle(STEAM);
// Create additional steam from the lava contact points
if (r.y < 0.5) {
if (t01.a == LAVA) t01 = createParticle(STEAM);
if (t10.a == LAVA) t10 = createParticle(STEAM);
}
}
}
}
// Similar checks for other ice positions
if (t10.a == ICE)
{
if (t11.a == LAVA || t00.a == LAVA)
{
if (r.x < 0.2) {
t10 = createParticle(STEAM);
if (r.y < 0.5) {
if (t11.a == LAVA) t11 = createParticle(STEAM);
if (t00.a == LAVA) t00 = createParticle(STEAM);
}
}
}
}
// Water freezing into ice
if (t00.a == WATER)
{
// Check for nearby ice
if (t01.a == ICE || t10.a == ICE)
{
if (r.x < 0.05) { // 5% chance to freeze per frame
t00 = createParticle(ICE);
}
}
}
// Similar checks for other water positions
if (t10.a == WATER)
{
if (t11.a == ICE || t00.a == ICE)
{
if (r.x < 0.05) {
t10 = createParticle(ICE);
}
}
}
// Fire behavior
if (t00.a == FIRE)
{
// Count nearby fire particles
float nearbyFire = 0.0;
if (t01.a == FIRE) nearbyFire += 1.0;
if (t10.a == FIRE) nearbyFire += 1.0;
if (t11.a == FIRE) nearbyFire += 1.0;
// More nearby fire increases smoke production
float smokeChance = nearbyFire * 0.1;
// Spread fire in all directions, with upward bias
// Up
if (t01.a == AIR && r.x < t00.b * 0.4)
{
t01 = createParticle(FIRE);
t01.b = max(t00.b - 0.1, 0.1);
}
// Right/Left symmetric movement (like water/sand)
if ((t01.a == AIR && t11.a == FIRE ||
t01.a == FIRE && t11.a == AIR) && r.y < t00.b * 0.2)
{
swap(t01, t11);
}
if ((t00.a == FIRE && t10.a == AIR ||
t00.a == AIR && t10.a == FIRE) && r.z < t00.b * 0.2)
{
swap(t00, t10);
}
// Fire spreads to plants and gains heat from them
if (t01.a == PLANT && r.x < t00.b * 0.8)
{
t01 = createParticle(FIRE);
t01.b = min(t00.b + 0.2, 1.0);
}
if (t10.a == PLANT && r.y < t00.b * 0.8)
{
t10 = createParticle(FIRE);
t10.b = min(t00.b + 0.2, 1.0);
}
if (t11.a == PLANT && r.z < t00.b * 0.8)
{
t11 = createParticle(FIRE);
t11.b = min(t00.b + 0.2, 1.0);
}
// Fire loses heat over time, less when surrounded by fire
float heatLoss = 0.01 * (1.0 - nearbyFire * 0.2);
t00.b = max(t00.b - heatLoss, 0.0);
// Convert to smoke based on heat and nearby fire
if ((t00.b < 0.1 && r.z < 0.1) || r.w < smokeChance)
{
t00 = createParticle(SMOKE);
}
// Create smoke above fire, more likely with higher heat
if (t01.a == AIR && r.w < t00.b * 0.2)
{
t01 = createParticle(SMOKE);
}
}
// Lava ignites plants and creates fire
if (t00.a == LAVA && t01.a == PLANT && r.x < 0.3)
{
t01 = createParticle(FIRE);
t01.b = 1.0; // Start with maximum heat
}
fragColor = i == 0 ? t00 :
i == 1 ? t10 :
i == 2 ? t01 : t11;
if (fragColor.a == COLLISION) {
vec2 collisionUv = gl_FragCoord.xy / resolution;
float collisionValue = texture(u_collisionTex, collisionUv).r;
if (collisionValue <= 0.5) {
fragColor = vec4(bgColor, AIR);
}
}
}
`;
export const distanceFieldInitShader = glsl`#version 300 es
precision highp float;
uniform vec2 resolution;
uniform sampler2D dataTex;
${CONSTANTS}
layout(location = 0) out vec4 fragColorR;
layout(location = 1) out vec4 fragColorG;
layout(location = 2) out vec4 fragColorB;
void main()
{
vec2 uv = gl_FragCoord.xy / resolution;
vec4 data = texture(dataTex, uv);
// Expand the single channel here too
data.gb = data.rr;
fragColorR = vec4(-1, -1, 0, 0);
fragColorG = vec4(-1, -1, 0, 0);
fragColorB = vec4(-1, -1, 0, 0);
if (data.a <= LAVA)
{
fragColorR.xy = gl_FragCoord.xy;
fragColorG.xy = gl_FragCoord.xy;
fragColorB.xy = gl_FragCoord.xy;
}
if (data.a == SMOKE)
{
fragColorR.w = 6.0;
fragColorG.w = 6.0;
fragColorB.w = 6.0;
} else if (data.a == WATER)
{
fragColorR.w = 9.0;
fragColorG.w = 6.0;
fragColorB.w = 4.0;
} else if (data.a == LAVA)
{
fragColorR.w = 0.0;
fragColorG.w = 11.0;
fragColorB.w = 14.0;
} else if (data.a == PLANT)
{
fragColorR.w = 4.0 - data.r * 4.0;
fragColorG.w = 4.0 - data.r * 4.0;
fragColorB.w = 4.0 - data.r * 4.0;
}
}
`;
export const distanceFieldPropagationShader = glsl`#version 300 es
precision highp float;
uniform float stepSize;
uniform vec2 resolution;
uniform sampler2D texR;
uniform sampler2D texG;
uniform sampler2D texB;
uniform int passCount;
uniform int passIndex;
layout(location = 0) out vec4 fragColorR;
layout(location = 1) out vec4 fragColorG;
layout(location = 2) out vec4 fragColorB;
void main()
{
vec2 fc = gl_FragCoord.xy;
vec4 bestR = vec4(0,0,1e3,0);
vec4 bestG = vec4(0,0,1e3,0);
vec4 bestB = vec4(0,0,1e3,0);
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
vec2 p = fc + vec2(x, y) * stepSize;
vec4 dataR = texture(texR, p / resolution);
vec4 dataG = texture(texG, p / resolution);
vec4 dataB = texture(texB, p / resolution);
if (dataR.xy != vec2(-1) && dataR.xy == clamp(dataR.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataR.xy) + dataR.w;
if (dist < bestR.z)
{
bestR = dataR;
bestR.z = dist;
}
}
if (dataG.xy != vec2(-1) && dataG.xy == clamp(dataG.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataG.xy) + dataG.w;
if (dist < bestG.z)
{
bestG = dataG;
bestG.z = dist;
}
}
if (dataB.xy != vec2(-1) && dataB.xy == clamp(dataB.xy, vec2(0.5), resolution-0.5))
{
float dist = distance(fc, dataB.xy) + dataB.w;
if (dist < bestB.z)
{
bestB = dataB;
bestB.z = dist;
}
}
}
}
fragColorR = vec4(bestR.xy, bestR.z != 1e3 ? bestR.z : 1e3, bestR.w);
fragColorG = vec4(bestG.xy, bestG.z != 1e3 ? bestG.z : 1e3, bestG.w);
fragColorB = vec4(bestB.xy, bestB.z != 1e3 ? bestB.z : 1e3, bestB.w);
if (passIndex == passCount - 1)
{
if (bestR.xy == vec2(-1))
fragColorR.z = 1e3;
if (bestG.xy == vec2(-1))
fragColorG.z = 1e3;
if (bestB.xy == vec2(-1))
fragColorB.z = 1e3;
}
}
`;
export const visualizationShader = glsl`#version 300 es
precision highp float;
uniform vec2 texResolution;
uniform float texScale;
uniform vec2 resolution;
uniform sampler2D tex;
uniform sampler2D shadowTexR;
uniform sampler2D shadowTexG;
uniform sampler2D shadowTexB;
uniform sampler2D u_collisionTex;
uniform float scale;
${CONSTANTS}
out vec4 fragColor;
vec2 getCoordsAA(vec2 uv)
{
float w = 1.5; // 1.5
vec2 fl = floor(uv + 0.5);
vec2 fr = fract(uv + 0.5);
vec2 aa = fwidth(uv) * w * 0.5;
fr = smoothstep(0.5 - aa, 0.5 + aa, fr);
return fl + fr - 0.5;
}
vec3 linearTosRGB(vec3 col)
{
return mix(1.055 * pow(col, vec3(1.0 / 2.4)) - 0.055, col * 12.92, lessThan(col, vec3(0.0031308)));
}
vec3 getParticleColor(vec4 data)
{
float rand = data.r; // Our stored random value
if (data.a == AIR) {
return bgColor;
}
else if (data.a == STEAM) {
return mix(bgColor, vec3(0.8), 0.4 + rand * 0.2);
}
else if (data.a == SMOKE) {
return mix(bgColor, vec3(0.15), 0.4 + rand * 0.2);
}
else if (data.a == WATER) {
// More subtle water with slight color variation
vec3 waterColor = vec3(0.2, 0.4, 0.8);
return mix(bgColor, waterColor, 0.6 + rand * 0.2);
}
else if (data.a == LAVA) {
// Darker base color for internal lava
vec3 baseColor = vec3(0.7, 0.1, 0.03);
vec3 glowColor = vec3(0.8, 0.2, 0.05);
return mix(baseColor, glowColor, rand) * (0.8 + rand * 0.4);
}
else if (data.a == SAND) {
vec3 baseColor = vec3(0.86, 0.62, 0.27);
vec3 altColor = vec3(0.82, 0.58, 0.23);
return mix(baseColor, altColor, rand) * (0.8 + rand * 0.3);
}
else if (data.a == PLANT) {
// More varied plant colors
vec3 darkGreen = vec3(0.13, 0.55, 0.13);
vec3 lightGreen = vec3(0.2, 0.65, 0.2);
vec3 baseColor = mix(darkGreen, lightGreen, rand);
// Use data.b instead of data.r for water level
return baseColor * (0.7 + data.b * 0.5);
}
else if (data.a == STONE) {
vec3 baseColor = vec3(0.08, 0.1, 0.12);
vec3 altColor = vec3(0.12, 0.14, 0.16);
return mix(baseColor, altColor, rand) * (0.7 + rand * 0.3);
}
else if (data.a == WALL) {
return bgColor * 0.5 * (rand * 0.4 + 0.6);
}
else if (data.a == ICE) {
// Subtle ice color variation
vec3 baseColor = vec3(0.8, 0.9, 1.0);
vec3 altColor = vec3(0.7, 0.85, 0.95);
return mix(baseColor, altColor, rand) * (0.9 + rand * 0.2);
}
else if (data.a == FIRE) {
// Base colors for fire
vec3 coolColor = vec3(0.8, 0.2, 0.0); // More orange
vec3 hotColor = vec3(1.0, 0.7, 0.2); // More yellow
// Mix between colors based on heat
vec3 fireColor = mix(coolColor, hotColor, data.b);
// Add some variation based on random value
return fireColor * (0.8 + data.r * 0.4);
}
return bgColor;
}
void main() {
vec2 uv = gl_FragCoord.xy / (texResolution * texScale);
uv -= 0.5;
uv *= scale;
uv += 0.5;
vec2 fc = uv * texResolution;
vec4 data = texture(tex, getCoordsAA(fc) / texResolution);
vec4 dataUp = texture(tex, getCoordsAA(fc + vec2(0, 1)) / texResolution);
vec4 dataDown = texture(tex, getCoordsAA(fc - vec2(0, 1)) / texResolution);
// Expand single channel into RGB for each sample
data.gb = data.rr;
dataUp.gb = dataUp.rr;
dataDown.gb = dataDown.rr;
float hig = float(data.a > dataUp.a);
float dropSha = 1.0 - float(data.a > dataDown.a);
vec3 color = getParticleColor(data);
vec4 shaDataR = texture(shadowTexR, uv);
vec4 shaDataG = texture(shadowTexG, uv);
vec4 shaDataB = texture(shadowTexB, uv);
float shaR = shaDataR.xy != vec2(-1) ? shaDataR.z : 16.0;
float shaG = shaDataG.xy != vec2(-1) ? shaDataG.z : 16.0;
float shaB = shaDataB.xy != vec2(-1) ? shaDataB.z : 16.0;
vec3 sha = clamp(1.0 - vec3(shaR, shaG, shaB) / 16.0, vec3(0.0), vec3(1.0));
sha *= sha;
// Add extra lava glow contribution
if (data.a == LAVA) {
// Internal darkening for depth
float depth = 1.0 - sha.r; // Invert shadow for depth
color *= 0.8 + 0.4 * (1.0 - depth * depth); // Darker internal areas
// Keep strong red lighting emission for affecting neighboring particles
vec3 emission = vec3(0.6, 0.05, 0.0) * depth * depth;
color += emission;
}
color *= 0.5 * max(hig, dropSha) + 0.5;
color *= sha * 1.0 + 0.2;
color += color * 0.4 * hig;
if (data.a == FIRE) {
// Add glow based on heat
float glowIntensity = data.b * data.b; // Square for more dramatic effect
vec3 glowColor = vec3(1.0, 0.3, 0.1) * glowIntensity;
color += glowColor * 0.5;
}
fragColor = vec4(linearTosRGB(color), 1.0);
}
`;
export const collisionVertexShader = glsl`#version 300 es
precision highp float;
layout(location = 0) in vec2 aPosition;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
}`;
export const collisionFragmentShader = glsl`#version 300 es
precision highp float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0); // red represents solid
}`;