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Water vs Land on Earth
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uniform sampler2D heightmap; | |
uniform sampler2D palette; | |
uniform sampler2D bordermap; | |
varying vec4 vertTexCoord; | |
uniform float progress; | |
void main() { | |
//color | |
vec4 heightColor = texture2D(heightmap, vertTexCoord.st); | |
float elevation = (heightColor.r * 255. + heightColor.a) / 255.; //0..1? | |
float zerolevel = 0.49659944; | |
float correction = -0.0018; | |
float f = elevation + correction - (progress-zerolevel)/2; | |
vec4 color = texture2D(palette, vec2(f,0)); | |
//borders | |
vec4 borderColor = texture2D(bordermap, vertTexCoord.st); | |
color += borderColor * borderColor.a; | |
gl_FragColor = color; | |
} |
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uniform sampler2D heightmap; | |
uniform sampler2D heightmap2; | |
uniform sampler2D palette; | |
uniform sampler2D bordermap; | |
varying vec4 vertTexCoord; | |
uniform float progress; | |
float map(float value, float min1, float max1, float min2, float max2) { | |
return min2 + (value - min1) * (max2 - min2) / (max1 - min1); | |
} | |
void main() { | |
vec4 borderColor = texture2D(bordermap, vertTexCoord.st); | |
vec4 heightColor = texture2D(heightmap, vertTexCoord.st); | |
vec4 heightColor2 = texture2D(heightmap2, vertTexCoord.st); | |
float elevation = (heightColor.r * 256. + heightColor2.r) / 256.; //0..1? | |
float f = elevation<progress ? | |
map(elevation, 0,progress, 0,.5) : | |
map(elevation, progress,1, .5,1); [] | |
gl_FragColor = texture2D(palette, vec2(f,0)) + borderColor * borderColor.a; | |
} |
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import viewport.*; | |
float lowest = -11000; //meters | |
float highest = 8848; //meters | |
float progress = .5589; //.5543 voor 4k plaatjes | |
PImage heightmap, heightmap2, earth_palette, water_palette, palette, bordermap; | |
PShader shader; | |
Viewport view; | |
void setup() { | |
size(1024, 512, P2D); | |
bordermap = loadImage("borders8k.png"); | |
heightmap = loadImage("8k-lo.png"); //zit verschil in niveau tussen 4k en 8k | |
heightmap2 = loadImage("8k-hi.png"); | |
palette = loadImage("colors4k copy 9.png"); | |
view = new Viewport(this, 0, 0, 1024, 512, 1024, 512); | |
} | |
void draw() { | |
view.mouseEnabled = keyPressed; | |
background(0); | |
try { | |
shader = loadShader("waterworld.glsl"); | |
shader.set("palette", palette); | |
shader.set("heightmap", heightmap); | |
shader.set("heightmap2", heightmap2); | |
shader.set("bordermap", bordermap); | |
shader.set("progress", progress); | |
shader(shader); | |
} | |
catch (Exception e) { | |
println(e); | |
} | |
view.begin(); | |
image(heightmap, 0, 0, width, height); | |
view.end(); | |
resetShader(); | |
//loadPixels(); | |
//float waterArea = 0; | |
//for (int i=0; i<width*height; i++) { | |
// if (blue(pixels[i])>100) waterArea++; | |
//} | |
//waterArea /= width*height; | |
//text("fps: " + int(frameRate), 50, 35); | |
text("progress: " + nf(progress*100, 0, 2) + "%", 50, 50); | |
//text("area: " + nf(waterArea*100, 0, 2) + "%", 50, 65); | |
//float zero = .502; | |
//float meters = progress < zero ? map(progress, 0, zero, lowest, 0) : map(progress, zero, 1, 0, highest); | |
//23% progress geen water | |
//49.71% progress 0 niveau | |
//70% progress alles onder water | |
//text("meters: " + int(meters) + "m", 50, 80); | |
} | |
void mouseWheel(MouseEvent e) { | |
if (!keyPressed) progress += e.getCount()*.00001; | |
} | |
void mouseMoved() { | |
//progress = map(mouseX,0,width,0,1); | |
} | |
void keyPressed() { | |
if (key=='[') progress=0; | |
if (key==']') progress=1; | |
if (key=='/') progress=.5543; | |
} |
Author
companje
commented
Mar 13, 2019
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