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WaterMars with Shader in Processing / Water Mars
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PShader shader; | |
PImage colormap, heightmap, palette; | |
PShape shape; | |
void setup() { | |
size(1169, 1169, P3D); | |
shader = loadShader("watermars.glsl"); | |
colormap = loadImage("mars-2k-noaa.jpg"); | |
heightmap = loadImage("mars-4k-bump.png"); | |
palette = loadImage("water.png"); | |
sphereDetail(100); | |
fill(255); | |
shape = createShape(SPHERE, 500); | |
shape.setStroke(false); | |
shader.set("colormap",colormap); | |
shader.set("heightmap",heightmap); | |
shader.set("palette",palette); | |
} | |
void draw() { | |
ortho(); | |
camera(); | |
translate(width/2,height/2); | |
shader.set("progress",map(mouseX,0,width,0,1)); | |
shader(shader); | |
shape(shape); | |
} |
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uniform sampler2D colormap; | |
uniform sampler2D heightmap; | |
uniform sampler2D palette; | |
uniform sampler2D normalmap; | |
uniform sampler2D borders; | |
// uniform sampler2D overlay; | |
uniform float progress; | |
varying vec4 vertTexCoord; | |
const float fade = 0.001; //25; | |
float map(float value, float min1, float max1, float min2, float max2) { | |
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); | |
} | |
void main() { | |
vec4 terrainColor = texture2D(colormap, vertTexCoord.st); | |
vec4 heightColor = texture2D(heightmap, vertTexCoord.st); | |
// vec4 overlayColor = texture2D(overlay, vertTexCoord.st); | |
float elevation = (heightColor.r*256 + heightColor.g) / 256; //0..1 | |
vec4 waterColor = texture2D(palette, vec2(map(elevation,0,progress,0,.85),0)); | |
vec4 landColor = terrainColor; | |
float d = smoothstep(progress-fade, progress+fade, elevation); | |
vec4 color = mix(waterColor, landColor, d); | |
// grid | |
float gridResolution = .083333; | |
float gridLineWidth = 1; | |
vec2 distanceToLine = mod(vertTexCoord.st,gridResolution); | |
vec2 dx = abs(dFdx(vertTexCoord.st)); | |
vec2 dy = abs(dFdy(vertTexCoord.st)); | |
vec2 dF = vec2(max(dx.s, dy.s), max(dx.t, dy.t)) * gridLineWidth; | |
if (distanceToLine.x < dF.x || distanceToLine.y < dF.y) { | |
float a = .1; | |
color += vec4(a,a,a,0); //grid | |
} | |
// color = mix(color,overlayColor,overlayColor.a); //overlay | |
gl_FragColor = color; | |
} |
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