Added new shaders
Some checks failed
CI / Native Windows Build And Tests (push) Has been cancelled
CI / React UI Build (push) Has been cancelled
CI / Windows Release Package (push) Has been cancelled

This commit is contained in:
2026-05-05 22:36:52 +10:00
parent 119e49aec1
commit ce5905373a
32 changed files with 882 additions and 78 deletions

View File

@@ -0,0 +1,90 @@
{
"id": "singularity",
"name": "Singularity",
"description": "Whirling blackhole and accretion disk. Original by XorDev, adapted from https://www.shadertoy.com/view/3csSWB.",
"category": "Generative",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "speed",
"label": "Speed",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 4.0,
"step": 0.01
},
{
"id": "scale",
"label": "Scale",
"type": "float",
"default": 0.7,
"min": 0.25,
"max": 1.5,
"step": 0.01
},
{
"id": "strength",
"label": "Gravity",
"type": "float",
"default": 1.0,
"min": 0.1,
"max": 3.0,
"step": 0.01
},
{
"id": "ringRadius",
"label": "Ring Radius",
"type": "float",
"default": 0.7,
"min": 0.2,
"max": 1.4,
"step": 0.01
},
{
"id": "tightness",
"label": "Tightness",
"type": "float",
"default": 1.35,
"min": 0.5,
"max": 3.0,
"step": 0.01
},
{
"id": "brightness",
"label": "Brightness",
"type": "float",
"default": 1.0,
"min": 0.1,
"max": 4.0,
"step": 0.01
},
{
"id": "colorShift",
"label": "Color Shift",
"type": "float",
"default": 1.0,
"min": -2.0,
"max": 2.0,
"step": 0.01
},
{
"id": "center",
"label": "Center",
"type": "vec2",
"default": [0.0, 0.0],
"min": [-1.0, -1.0],
"max": [1.0, 1.0],
"step": [0.001, 0.001]
},
{
"id": "sourceMix",
"label": "Source Mix",
"type": "float",
"default": 0.0,
"min": 0.0,
"max": 1.0,
"step": 0.01
}
]
}

View File

@@ -0,0 +1,48 @@
float2 singularitySpiral(float2 c, float time, float iterator)
{
float radiusSq = max(dot(c, c), 0.0001);
float angle = 0.5 * log(radiusSq) + time * iterator;
return float2(
c.x * cos(angle + 0.0) + c.y * cos(angle + 11.0),
c.x * cos(angle + 33.0) + c.y * cos(angle + 0.0)) / max(iterator, 0.001);
}
float4 shadeVideo(ShaderContext context)
{
float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
float2 fragCoord = context.uv * resolution;
float safeScale = max(scale, 0.001);
float safeRingRadius = max(ringRadius, 0.001);
float safeTightness = max(tightness, 0.001);
float time = context.time * speed;
float2 p = (fragCoord + fragCoord - resolution) / resolution.y / safeScale;
p -= center;
float iterator = 0.2;
float2 diagonal = float2(-1.0, 1.0);
float2 blackholeCenter = p - iterator * diagonal;
float gravity = iterator * strength / max(dot(blackholeCenter, blackholeCenter), 0.0001);
float2 skew = diagonal / (0.1 + gravity);
float2 c = float2(p.x + p.y, p.x * skew.x + p.y * skew.y);
float2 v = singularitySpiral(c, time, iterator);
float2 waves = float2(0.0001, 0.0001);
for (; iterator < 9.0; iterator += 1.0)
{
waves += 1.0 + sin(v);
v += 0.7 * sin(v.yx * iterator + time) / iterator + 0.5;
}
float diskRadius = length(sin(v / 0.3) * 0.4 + c * float2(2.0, 4.0));
float disk = 2.0 + diskRadius * diskRadius * (0.25 * safeTightness) - diskRadius;
float centerDarkness = 0.5 + 1.0 / max(dot(c, c), 0.0001);
float rim = 0.025 + abs(length(p) - safeRingRadius) * safeTightness;
float4 redBlueGradient = exp(c.x * float4(0.6, -0.4, -1.0, 0.0) * colorShift);
float4 waveColor = waves.xyyx;
float4 color = 1.0 - exp(-redBlueGradient / max(waveColor, float4(0.0001, 0.0001, 0.0001, 0.0001)) / disk / centerDarkness / rim * brightness);
color.a = 1.0;
return saturate(lerp(color, context.sourceColor, sourceMix));
}