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sketch.js
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p5.disableFriendlyErrors = true;
function windowResized() {
resizeCanvas(windowWidth, windowHeight);
}
let starShader;
let starStrokeShader;
let stars;
let originalFrameBuffer;
let pixellizeShader;
let fresnelShader;
let bloomShader;
function fresnelShaderCallback() {
const fresnelPower = uniformFloat(2);
const fresnelBias = uniformFloat(-0.1);
const fresnelScale = uniformFloat(2);
getCameraInputs((inputs) => {
let myValue = [1,0,0];
let n = normalize(inputs.normal);
If(n == n, () => assign(myValue, 1));
let v = normalize(-inputs.position);
let base = 1.0 - dot(n, v);
let fresnel = fresnelScale * pow(base, fresnelPower) + fresnelBias;
let col = mix(myValue, [1, .5, .7], fresnel);
inputs.color = [col, 1];
return inputs;
});
}
function starShaderCallback() {
const time = uniformFloat(() => millis());
const skyRadius = uniformFloat(1000);
function rand2(st) {
return fract(sin(dot(st, [12.9898, 78.233])) * 43758.5453123);
}
function semiSphere() {
let id = instanceID();
let theta = rand2([id, 0.1234]) * TWO_PI;
let phi = rand2([id, 3.321]) * PI+time/10000;
let r = skyRadius;
r *= 1.5 * sin(phi);
let x = r * sin(phi) * cos(theta);
let y = r *1.5* cos(phi);
let z = r * sin(phi) * sin(theta);
return [x, y, z];
}
getWorldInputs((inputs) => {
inputs.position += semiSphere();
return inputs;
});
getObjectInputs((inputs) => {
let scale = 1 + 0.1 * sin(time * 0.002 + instanceID());
inputs.position *= scale;
return inputs;
});
}
function pixellizeShaderCallback() {
const pixelSize = uniformFloat(()=> width/2);
getColor((input, canvasContent) => {
let coord = input.texCoord;
coord = floor(coord * pixelSize) / pixelSize;
let col = texture(canvasContent, coord);
return col;
});
}
function bloomShaderCallback() {
const preBlur = uniformTexture(() => originalFrameBuffer);
getColor((input, canvasContent) => {
const blurredCol = texture(canvasContent, input.texCoord);
const originalCol = texture(preBlur, input.texCoord);
const brightPass = max(originalCol - 0.3, 0.7) * 1.2;
const bloom = originalCol + blurredCol * brightPass;
return bloom;
});
}
async function setup(){
createCanvas(windowWidth, windowHeight, WEBGL);
stars = buildGeometry(() => sphere(20, 4, 2))
originalFrameBuffer = createFramebuffer();
// starShader = baseMaterialShader().modify(starShaderCallback);
// starStrokeShader = baseStrokeShader().modify(starShaderCallback)
fresnelShader = baseColorShader().modify(fresnelShaderCallback);
// bloomShader = baseFilterShader().modify(bloomShaderCallback);
// pixellizeShader = baseFilterShader().modify(pixellizeShaderCallback);
}
function draw(){
originalFrameBuffer.begin();
background(0);
orbitControl();
// push()
// strokeWeight(4)
// stroke(255,0,0)
// rotateX(PI/2 + millis() * 0.0005);
// fill(255,100, 150)
// strokeShader(starStrokeShader)
// shader(starShader);
// model(stars, 5000);
// pop()
push()
shader(fresnelShader)
noStroke()
sphere(500);
pop()
// filter(pixellizeShader);
originalFrameBuffer.end();
imageMode(CENTER)
image(originalFrameBuffer, 0, 0)
// filter(BLUR, 20)
// filter(bloomShader);
}