Files
Cool-shaders-and-stuff/shaders/reaction.frag
2026-01-13 19:47:59 +00:00

78 lines
2.1 KiB
GLSL

#version 100
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform sampler2D u_backbuffer;
// Gray-Scott parameters
// standard "spots" / coral
#define DA 1.0
#define DB 0.5
#define FEED 0.055
#define KILL 0.062
#define DT 1.0
void main() {
vec2 pixel = 1.0 / u_resolution;
vec2 uv = gl_FragCoord.xy / u_resolution;
// Read current state
vec4 state = texture2D(u_backbuffer, uv);
float a = state.r;
float b = state.g;
// Laplaclan (convolution)
// 0.05 0.2 0.05
// 0.2 -1 0.2
// 0.05 0.2 0.05
vec4 sum = vec4(0.0);
sum += texture2D(u_backbuffer, uv + vec2(-1.0, -1.0) * pixel) * 0.05;
sum += texture2D(u_backbuffer, uv + vec2( 0.0, -1.0) * pixel) * 0.2;
sum += texture2D(u_backbuffer, uv + vec2( 1.0, -1.0) * pixel) * 0.05;
sum += texture2D(u_backbuffer, uv + vec2(-1.0, 0.0) * pixel) * 0.2;
sum -= state * 1.0;
sum += texture2D(u_backbuffer, uv + vec2( 1.0, 0.0) * pixel) * 0.2;
sum += texture2D(u_backbuffer, uv + vec2(-1.0, 1.0) * pixel) * 0.05;
sum += texture2D(u_backbuffer, uv + vec2( 0.0, 1.0) * pixel) * 0.2;
sum += texture2D(u_backbuffer, uv + vec2( 1.0, 1.0) * pixel) * 0.05;
// Reaction-Diffusion logic
// A' = A + (Da * lapA - A*B*B + f*(1-A)) * dt
// B' = B + (Db * lapB + A*B*B - (k+f)*B) * dt
float lapA = sum.r;
float lapB = sum.g;
float abb = a * b * b;
float nA = a + (DA * lapA - abb + FEED * (1.0 - a)) * DT;
float nB = b + (DB * lapB + abb - (KILL + FEED) * b) * DT;
// Clamp
nA = clamp(nA, 0.0, 1.0);
nB = clamp(nB, 0.0, 1.0);
// Mouse Interaction (Add B)
float dist = distance(gl_FragCoord.xy, u_mouse);
if (dist < 20.0 && u_mouse.x > 0.0) {
nB = 0.9;
}
// Initialization (random noise at start)
if (u_time < 0.5) {
if (fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453) > 0.99) {
nB = 1.0;
} else {
nB = 0.0;
nA = 1.0;
}
}
gl_FragColor = vec4(nA, nB, 0.0, 1.0);
}