Hi all!
thanks for your examples and explanations!
The source code above doesn't work anymore with Processing 2.0, as the PShader specifications have changed a bit (for instance, PShader.FLAT doesn't exist anymore).
I've corrected it in order to work in version 2.0, this should be the new code:
and also the nebula.glsl file should be updated by adding the corresponding #define command:
thanks for your examples and explanations!
The source code above doesn't work anymore with Processing 2.0, as the PShader specifications have changed a bit (for instance, PShader.FLAT doesn't exist anymore).
I've corrected it in order to work in version 2.0, this should be the new code:
- PShader nebula;
- PGraphics pg;
- void setup() {
- size(1024, 768, P3D);
- pg = createGraphics(256, 196, P3D);
- nebula = loadShader("nebula.glsl");
- nebula.set("resolution", float(256), float(196));
- pg.shader(nebula);
- }
- void draw() {
- nebula.set("time", millis() / 1000.0);
- // The rect is needed to make the fragment shader go through every pixel of
- // the screen, but is not used for anything else since the rendering is entirely
- // generated by the shader.
- pg.beginDraw();
- pg.noStroke();
- pg.fill(0);
- pg.rect(0, 0, 256, 196);
- pg.endDraw();
- image(pg, 0, 0, 1024, 768);
- println (frameRate);
- }
and also the nebula.glsl file should be updated by adding the corresponding #define command:
- #ifdef GL_ES
- precision mediump float;
- #endif
- #define PROCESSING_COLOR_SHADER
- uniform float time;
- uniform vec2 resolution;
- // NEBULA - CoffeeBreakStudios.com (CBS)
- // Work in progress...
- //
- // 3148.26: Switched from classic to simplex noise
- // 3148.27: Reduced number of stars
- // 3249.0: Switched to fast computed 3D noise. Less quality but ~ 2x faster
- // 3249.5: Removed use of random number generator to gain performance
- // 3265.0: Added rotation: glsl.heroku.com/e#3005.1
- //Utility functions
- vec3 fade(vec3 t) {
- return vec3(1.0,1.0,1.0);//t*t*t*(t*(t*6.0-15.0)+10.0);
- }
- vec2 rotate(vec2 point, float rads) {
- float cs = cos(rads);
- float sn = sin(rads);
- return point * mat2(cs, -sn, sn, cs);
- }
- vec4 randomizer4(const vec4 x)
- {
- vec4 z = mod(x, vec4(5612.0));
- z = mod(z, vec4(3.1415927 * 2.0));
- return(fract(cos(z) * vec4(56812.5453)));
- }
- // Fast computed noise
- // http://www.gamedev.net/topic/502913-fast-computed-noise/
- const float A = 1.0;
- const float B = 57.0;
- const float C = 113.0;
- const vec3 ABC = vec3(A, B, C);
- const vec4 A3 = vec4(0, B, C, C+B);
- const vec4 A4 = vec4(A, A+B, C+A, C+A+B);
- float cnoise4(const in vec3 xx)
- {
- vec3 x = mod(xx + 32768.0, 65536.0);
- vec3 ix = floor(x);
- vec3 fx = fract(x);
- vec3 wx = fx*fx*(3.0-2.0*fx);
- float nn = dot(ix, ABC);
- vec4 N1 = nn + A3;
- vec4 N2 = nn + A4;
- vec4 R1 = randomizer4(N1);
- vec4 R2 = randomizer4(N2);
- vec4 R = mix(R1, R2, wx.x);
- float re = mix(mix(R.x, R.y, wx.y), mix(R.z, R.w, wx.y), wx.z);
- return 1.0 - 2.0 * re;
- }
- float surface3 ( vec3 coord, float frequency ) {
- float n = 0.0;
- n += 1.0 * abs( cnoise4( coord * frequency ) );
- n += 0.5 * abs( cnoise4( coord * frequency * 2.0 ) );
- n += 0.25 * abs( cnoise4( coord * frequency * 4.0 ) );
- n += 0.125 * abs( cnoise4( coord * frequency * 8.0 ) );
- n += 0.0625 * abs( cnoise4( coord * frequency * 16.0 ) );
- return n;
- }
- void main( void ) {
- float rads = radians(time*3.15);
- vec2 position = gl_FragCoord.xy / resolution.xy;
- position += rotate(position, rads);
- float n = surface3(vec3(position*sin(time*0.1), time * 0.05)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.9);
- float n2 = surface3(vec3(position*cos(time*0.1), time * 0.04)*mat3(1,0,0,0,.8,.6,0,-.6,.8),0.8);
- float lum = length(n);
- float lum2 = length(n2);
- vec3 tc = pow(vec3(1.0-lum),vec3(sin(position.x)+cos(time)+4.0,8.0+sin(time)+4.0,8.0));
- vec3 tc2 = pow(vec3(1.1-lum2),vec3(5.0,position.y+cos(time)+7.0,sin(position.x)+sin(time)+2.0));
- vec3 curr_color = (tc*0.8) + (tc2*0.5);
- //Let's draw some stars
- float scale = sin(0.3 * time) + 5.0;
- vec2 position2 = (((gl_FragCoord.xy / resolution) - 0.5) * scale);
- float gradient = 0.0;
- vec3 color = vec3(0.0);
- float fade = 0.0;
- float z = 0.0;
- vec2 centered_coord = position2 - vec2(sin(time*0.1),sin(time*0.1));
- centered_coord = rotate(centered_coord, rads);
- for (float i=1.0; i<=60.0; i++)
- {
- vec2 star_pos = vec2(sin(i) * 250.0, sin(i*i*i) * 250.0);
- float z = mod(i*i - 10.0*time, 256.0);
- float fade = (256.0 - z) /256.0;
- vec2 blob_coord = star_pos / z;
- gradient += ((fade / 384.0) / pow(length(centered_coord - blob_coord), 1.5)) * ( fade);
- }
- curr_color += gradient;
- gl_FragColor = vec4(curr_color, 1.0);
- }