Nice! I would halve the size of the rain sprites, though, they look a bit blocky.
Yes @Ignatz I agree they do look a bit chunky.
Here’s a spooky forest using the same shader. There is a small bug where the top of a tree sometimes appears thicker and some work could be done to unify the palettes - it’ll look a bit odd if you change the sky colour - the trees should be tinted from the same base, but I’m tired and off to bed!
--# Main
-- MultiStop Colour Gradients
function setup()
print("Drag down for more options")
Gradient.setup()
parameter.number("GradientAspect", 0, 2, WIDTH/HEIGHT)
parameter.number("Step1", 0, 1, 0.6)
parameter.number("Step2", 0, 1, 0.0501)
parameter.number("Step3", 0, 1, 0.050)
parameter.integer("MoonMove",0,0,1)
parameter.color("Color1",
color(86,11,55, 255))
parameter.color("Color2",
color(207,53,85, 255))
parameter.color("Color3",
color(255, 255, 255, 255))
Centre = vec2(-0.22,0.2)
moon=vec2(WIDTH/4,HEIGHT/3)
-- c={color(115,20,34,255),color(65,15,36),color(0,0,0)}
c={color(88,7,20,100),color(65,15,36),color(0,0,0)}
foffset={0,WIDTH/20,-WIDTH/20}
forest={}
for f=1,3 do
treelayer={}
numtrees=7
for i=1,numtrees do
local xoff=-20+math.random(39)
table.insert(treelayer,{im=generateTree(c[f]),x=(i-1)*WIDTH/(numtrees-1)+xoff+foffset[f],y=HEIGHT/2})
end
table.insert(forest,treelayer)
end
end
function draw()
if MoonMove==1 then
Centre.y=math.sin(ElapsedTime*0.5)/2
Centre.x=-math.cos(ElapsedTime*0.5)/3
end
moon.x=(Centre.x+0.5)*WIDTH
moon.y=(Centre.y+0.5)*HEIGHT
background(86,11,55, 255)
Gradient.mesh.shader.centre = Centre
Gradient.mesh.shader.aspect = vec2(GradientAspect, 1)
Gradient.mesh.shader.colors = {Color1, Color2, Color3}
Gradient.mesh.shader.step = {Step1, Step2, Step3}
Gradient.mesh:draw()
fill(255)
-- This sets the line thickness
strokeWidth(5)
for j,f in pairs(forest) do
for i,t in pairs(f) do
sprite(t.im,t.x,t.y,40+j*50,HEIGHT)
end
end
end
function touched(t)
Centre = vec2(-0.5 + t.x/ WIDTH , -0.5 + t.y/HEIGHT)
end
function generateTree(col)
local treepoints={}
treemesh=mesh()
treemesh:clear()
local branchdensity=8
for i=1,branchdensity do
local h=((i-1)/(branchdensity-1))*HEIGHT
local adj=math.random(15)-8
table.insert(treepoints,i,vec2(100+adj,h))
table.insert(treepoints,i+1,vec2(150+adj,h))
end
--add in branches
--start from right hand side bottom and work round counter clockwise
local s=#treepoints
for i=s-1,2,-1 do
if i~=10 and i~=11 and math.random(3)==1 then
if i>10 then
table.insert(treepoints,i+1,vec2(treepoints[i].x-1,treepoints[i].y-10-math.random(10)))
table.insert(treepoints,i+1,vec2(treepoints[i].x+50+math.random(70),treepoints[i].y+25+math.random(10)))
else
table.insert(treepoints,i+1,vec2(treepoints[i].x+(1),treepoints[i].y+10+math.random(10)))
table.insert(treepoints,i+1,vec2(treepoints[i].x-50-math.random(70),treepoints[i].y+25+math.random(10)))
end
end
end
treemesh.vertices=triangulate(treepoints)
treemesh:setColors(col)
local img=image(250,HEIGHT)
setContext(img)
treemesh:draw()
setContext()
return(img)
end
--# Gradient
Gradient = {}
function Gradient.setup()
Gradient.mesh = mesh()
Gradient.mesh:addRect(WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
Gradient.mesh.shader = shader(
[[
uniform mat4 modelViewProjection;
uniform lowp vec2 aspect; // set to (1,1) for circular gradient, (0,1) or (1,0) for linear, or fractional, eg (1, 0.5) for oval
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
// varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
void main()
{
// vColor = color;
vTexCoord = (texCoord - vec2(0.5,0.5)) * aspect;
gl_Position = modelViewProjection * position;
}
]],
[[
precision highp float;
const int no = 3; //the number of gradation points you want to have
// uniform lowp sampler2D texture;
uniform lowp vec2 centre; // centre of gradient
uniform float step[no]; // transition points between colours, 0.0 - 1.0
uniform lowp vec4 colors[no]; // colours to grade between
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying float vDistance;
void main()
{
float dist = distance( vTexCoord, centre);
lowp vec4 col = colors[0];
for (int i=1; i<no; ++i) {
col = mix(col, colors[i], smoothstep(step[i-1], step[i], dist));
}
gl_FragColor = col; //texture2D( texture, vTexCoord ) * col;
}
]]
)
end
These are very cool. You’re the master of 2D procedural art! One thing though, I think the moon has too hard an edge with step2 set at 0.0501, I can see aliasing. I prefer giving it a slightly softer edge, around 0.052 looks good to me (ie an approximately 2-pixel fall-off at the edge of the moon).
Thanks - with the vector based art I like the sharp edges of the moon - but with your approach it allows it to be easily changed
Here’s a version that does vertical text, right-to-left. Note that using gsub(".")
only works with single-byte characters (The smiley at the end won’t display). If you want to parse multi-byte text, you should use Lua 5.3’s UTF8 library.
EDIT: changed the name of the shader variable from step to gradStep
-- MultiStop Colour Gradients
displayMode(FULLSCREEN)
supportedOrientations(LANDSCAPE_ANY)
function setup()
font("DINAlternate-Bold")
fontSize(70)
textAlign(CENTER)
textMode(CORNER)
textWrapWidth(WIDTH*0.8)
fill(255)
Gradient.setup("Does anyone remember the Commodore Amiga? It had a chip called the COPPER. This could change the colour value each line of the display. I still think of colour gradients like these as “COPPER bars” \\u{1f61d}")
end
function draw()
background(37, 23, 38, 255)
Gradient.mesh:draw()
end
Gradient = {}
function Gradient.setup(txt)
local w,h = textSize(txt)
local img = image(w,h)
setContext(img)
local charW, charH = textSize("W")
charH = charH * 0.8
local i, curW, curH = 0
local lineH = h//charH
print("lineh", lineH)
print(txt)
txt:gsub(".", function(c)
print(c)
curW = w - charW * ((i//lineH)+1)
curH = h - charH * ((i%lineH)+1)
i = i + 1
text(c, curW, curH)
end)
setContext()
Gradient.mesh = mesh()
Gradient.mesh.texture = img
Gradient.mesh:addRect(WIDTH/2, HEIGHT/2, w,h)
Gradient.mesh.shader = shader(
[[
uniform mat4 modelViewProjection;
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
// varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
void main()
{
// vColor = color;
vTexCoord = texCoord; //- vec2(0.5,0.5);
gl_Position = modelViewProjection * position;
}
]],
[[
precision highp float;
const int no = 6; //the number of gradation points you want to have
uniform lowp sampler2D texture;
uniform float gradStep[no]; // transition points between colours, 0.0 - 1.0
uniform lowp vec4 colors[no]; // colours to grade between
uniform float repeats;
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying float vDistance;
void main()
{
lowp vec4 col = colors[0];
for (int i=1; i<no; ++i) {
col = mix(col, colors[i], smoothstep(gradStep[i-1], gradStep[i], fract(vTexCoord.y*repeats)));
}
gl_FragColor = texture2D( texture, vTexCoord ) * col;
}
]]
)
Gradient.mesh.shader.colors = {
color(27, 29, 50, 255),
color(41, 164, 218, 255),
color(222, 231, 255, 255),
color(79, 39, 31, 255),
color(188, 53, 53, 255),
color(255, 255, 100, 255)}
Gradient.mesh.shader.gradStep = {0.8, 0.5, 0.45, 0.43, 0.35, 0.09}
Gradient.mesh.shader.repeats = h/charH --lineH --how many times the texture repeats. set this to the number of lines
end
i wanna make the rain drop effect like 3d matrixworld screensaver, how to make the gradient color when text() chars vertically on screen?
str:gsub(".", function(c)
print(c)
text(c ,w/2,h)
local _,hh=textSize(c)
h = h + hh*0.7
end)
i get this error
ERROR: 0:6: Attempt to redeclare 'step' as a variable
ERROR: 0:18: Attempt to use 'step' as a variable
ERROR: 0:18: Attempt to use 'step' as a variable
That’s interesting. GLES does have a built in function called step
I just realised, so it’s probably a reserved word. But it’s interesting that it works on my setup and not yours (different versions of GLES between iOS versions? Are you iOS 7 still?)
@Jmv38 in the above code, I changed the name of the variable from step to gradStep, could you see if you still get the error with this version?
ios7. Now it runs. but the text is completely changed to a text that is meaningless. Strange…
It’s vertical, and right-to-left
here is what i get ???
That’s what it’s meant to do. I know, not very useful.
I overall just want to say that these rock. Like layer tennis, as @Ignatz said.
In playing with it I think I’ve found an error and I wonder if you can tell me how to correct it.
Setting the aspect parameter of the shader to account for the screen dimensions seems to make the circle become drawn off-center.
If you set the aspect to 1, 1, and the centre parameter to 0.5, 0.5, the ellipse is drawn with its center right in the corner, as it should be.
But with the same centre setting, if you set the aspect to (WIDTH/HEIGHT, 1), which is what I think you do in this code, the ellipse is no longer centered in the corner. It seems to get drawn somewhat to the right of where it should get drawn. In effect, the centre parameter no longer determines the actual center.
Can either of you guys advise me how to adjust it so it centers around the centre? I don’t understand from looking at the shader code what exactly is going on.
@UberGoober I had a quick look at it - it seems that the issue is to do with the way Codea handles screen width at setup.
I suspect that it all works ok if you have the sidebar present but when you move to displayMode(FULLSCREEN) you get the issue you describe.
If you set the aspect ratio to be (749/HEIGHT,1) then this should resolve the problem (assuming a normal fullscreen width of 1024). Horribly clunky but will work.
749 is the width returned (in my iPad) when I first start Codea - it is also the width of the drawing area with the sidebar present.
I suspect that when the shader is set up it is reading in the width of the texture area to be the fullscreen width minus the sidebar (in vTexCoord).
However, my shader knowledge is extremely limited and I looked at this a fair while ago
@Simeon @John Can you shed any light on what’s going on? Feels like a bug
Here is a slightly modified version of the original - swap in and out the displayMode and gradientAspect values.
--# Main
-- MultiStop Colour Gradients
w=WIDTH
displayMode(FULLSCREEN)
function setup()
print ("Drag your finger to set the gradient centre")
print ("Pull down this output window to access more settings")
Gradient.setup()
parameter.number("GradientAspect", 0, 2, 0.5)
parameter.number("Step1", 0, 1, 0.9)
parameter.number("Step2", 0, 1, 0.3)
parameter.number("Step3", 0, 1, 0.2)
parameter.number("Step4", 0, 1, 0.1)
parameter.number("Step5", 0, 1, 0.05)
parameter.color("Color1",
color(31, 27, 53, 255))
parameter.color("Color2",
color(0, 198, 255, 255))
parameter.color("Color3",
color(228, 207, 225, 255))
parameter.color("Color4",
color(254, 0, 0, 255))
parameter.color("Color5",
color(255, 255, 1, 255))
Centre = vec2(0.5,0.5)
end
function draw()
GradientAspect=WIDTH/HEIGHT
-- GradientAspect=1024/768
-- GradientAspect=749/768
background(40, 40, 50)
Gradient.mesh.shader.aspect = vec2(GradientAspect, 1)
Gradient.mesh.shader.centre = Centre
Gradient.mesh.shader.colors = {Color1, Color2, Color3, Color4, Color5}
Gradient.mesh.shader.step = {Step1, Step2, Step3, Step4, Step5}
Gradient.mesh:draw()
text(w,WIDTH/2,HEIGHT/2)
end
function touched(t)
Centre = vec2(-0.5 + t.x/ WIDTH , -0.5 + t.y/HEIGHT)
end
--# Gradient
Gradient = {}
function Gradient.setup()
Gradient.mesh = mesh()
Gradient.mesh:addRect(WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
Gradient.mesh.shader = shader(
[[
uniform mat4 modelViewProjection;
uniform lowp vec2 aspect; // set to (1,1) for circular gradient, (0,1) or (1,0) for linear, or fractional, eg (1, 0.5) for oval
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
// varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
void main()
{
// vColor = color;
vTexCoord = (texCoord - vec2(0.5,0.5)) * aspect;
gl_Position = modelViewProjection * position;
}
]],
[[
precision highp float;
const int no = 5; //the number of gradation points you want to have
// uniform lowp sampler2D texture;
uniform lowp vec2 centre; // centre of gradient
uniform float step[no]; // transition points between colours, 0.0 - 1.0
uniform lowp vec4 colors[no]; // colours to grade between
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying float vDistance;
void main()
{
float dist = distance( vTexCoord, centre);
lowp vec4 col = colors[0];
for (int i=1; i<no; ++i) {
col = mix(col, colors[i], smoothstep(step[i-1], step[i], dist));
}
gl_FragColor = col; //texture2D( texture, vTexCoord ) * col;
}
]]
)
end
Change the displayMode to OVERLAY and comment out the GradientAspect in draw and the slider for GradientAspect should work after you center it image.
You guys seem to have hit it exactly, in my testing.
Below is my attempt to generalize the code to make it an all-purpose ellipse drawer, please give it a run and let me know what you think.
- you’ll notice I did a lot of decomposition and renaming, which I always need to do to understand things. Do forgive me if there is any sacrilege committed!
- When I saw that the shader parameters were tables, I thought that meant you could create many more rings just by adding more colors & steps. That causes an error though.
- That shouldn’t be so hard a change to make thought, should it? I can sort of see where you’d do it in the code but I don’t know how. Maybe could one of you take a look and see? I imagine it’s a matter of generalizing those
for
loops…
--# Main
--from Yojimbo3000 ellipse and gradient drawer and West graveyard
function setup()
--graveyard and moon stuff
print("Drag down for more options")
displayMode(STANDARD)
Gradient.setup()
setupParameters()
generateGraveyard()
--as shaderEllipse called with no parameters creates a default in the center of the screen
defaultEllipse = shaderEllipse()
--a customized shaderEllipse
customCentre = vec2(0.05, 0.19)
customColors = {
color(51, 23, 53, 46),
color(0, 198, 255, 85),
color(220, 116, 117, 76)}
customSizes = {0.3, 0.29, 0.28}
customEllipse = shaderEllipse(customCentre, customColors, customSizes)
end
function draw()
background(40, 40, 50)
positionMoon()
drawEllipsii()
drawGraveyard()
end
function setupParameters()
parameter.number("GradientAspect", 0, 2, WIDTH/HEIGHT)
parameter.number("Step1", 0, 1, 0.6)
parameter.number("Step2", 0, 1, 0.06)
parameter.number("Step3", 0, 1, 0.05)
parameter.integer("MoonMove",0,1,1)
parameter.color("Color1",
color(31, 27, 53, 255))
parameter.color("Color2",
color(0, 198, 255, 255))
parameter.color("Color3",
color(255, 255, 255, 255))
parameter.watch("Gradient.mesh.shader.centre")
end
function generateGraveyard()
moonReferencedByGraveyard=vec2(WIDTH/2,HEIGHT/2)
bgobj={}
local numobj=15
for i=1,numobj do
local lev=1
if i>numobj*0.8 then
lev=3
elseif i>numobj*0.5 then
lev=2
end
table.insert(bgobj,{x=math.random(WIDTH),y=75,level=lev,angle=-8+math.random(15),type=math.random(2)})
end
cross=image(100,200)
setContext(cross)
fill(255)
rect(40,0,20,200)
rect(0,140,100,20)
setContext()
gravestone=image(100,200)
setContext(gravestone)
fill(255)
rect(10,0,80,120)
ellipse(50,100,80)
setContext()
rail=image(60,200)
setContext(rail)
fill(255)
rect(25,0,10,140)
rect(-10,110,80,5)
rect(-10,100,80,5)
ellipse(30,145,20)
setContext()
img={}
table.insert(img,{img=cross,w=100,h=200})
table.insert(img,{img=gravestone,w=100,h=200})
end
function positionMoon()
--if true then return end
local newPosition = vec2(0,0)
if MoonMove==1 then
newPosition.x = math.sin(ElapsedTime*0.5)/2
newPosition.y = math.cos(ElapsedTime*0.5)/3
Gradient.mesh.shader.centre = newPosition
end
moonReferencedByGraveyard.x=(newPosition.x+0.5)*WIDTH
moonReferencedByGraveyard.y=(newPosition.y+0.5)*HEIGHT
end
function drawEllipsii()
--moon stuff
Gradient.mesh.shader.aspect = vec2(GradientAspect, 1)
Gradient.mesh.shader.colors = {Color1, Color2, Color3}
Gradient.mesh.shader.step = {Step1, Step2, Step3}
Gradient.mesh:draw()
--shaderEllipse stuff
customEllipse:draw()
defaultEllipse:draw()
end
function drawGraveyard()
for i,b in pairs(bgobj) do
if b.level==3 then
tint(0,255)
elseif b.level==2 then
local a=0.4
tint(Color1.r*a,Color1.g*a,Color1.b*a,255)
else
local fade=math.max(255-(moonReferencedByGraveyard.y/HEIGHT)*255,100)
tint(0,fade)
end
pushMatrix()
translate(b.x,b.y*b.level/3)
rotate(b.angle)
sprite(img[b.type].img,0,0,img[b.type].w*b.level/3,img[b.type].h*b.level/3)
popMatrix()
noTint()
end
tint(0,255)
for i=0,WIDTH,60 do
sprite(rail,i,100)
end
noTint()
end
--# Gradient
Gradient = {}
function Gradient.setup()
local center = vec2(0,0)
local colors = {
color(31, 27, 53, 255),
color(0, 198, 255, 255),
color(255, 255, 255, 255)}
local sizes = {0.6, 0.06, 0.05}
Gradient.mesh = shaderEllipse(center, colors, sizes)
end
--# ShaderEllipse
function shaderEllipse(centreVec2, colorTable, sizeTable)
local newMesh = mesh()
--a screen sized rect to draw the ellipse on:
newMesh:addRect(WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
--the shader used to draw the ellipse on that mesh:
newMesh.shader = shader(
[[
uniform mat4 modelViewProjection;
uniform lowp vec2 aspect; // set to (1,1) for circular gradient, (0,1) or (1,0) for linear, or fractional, eg (1, 0.5) for oval
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
// varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
void main()
{
// vColor = color;
vTexCoord = (texCoord - vec2(0.5,0.5)) * aspect;
gl_Position = modelViewProjection * position;
}
]],
[[
precision highp float;
const int no = 3; //the number of gradation points you want to have
// uniform lowp sampler2D texture;
uniform lowp vec2 centre; // centre of gradient
uniform float step[no]; // transition points between colours, 0.0 - 1.0
uniform lowp vec4 colors[no]; // colours to grade between
//varying lowp vec4 vColor;
varying highp vec2 vTexCoord;
varying float vDistance;
void main()
{
float dist = distance( vTexCoord, centre);
lowp vec4 col = colors[0];
for (int i=1; i<no; ++i) {
col = mix(col, colors[i], smoothstep(step[i-1], step[i], dist));
}
gl_FragColor = col; //texture2D( texture, vTexCoord ) * col;
}
]]
)
--default for the shader aspect ratio (changing this defines an oval)
newMesh.shader.aspect = vec2(WIDTH/HEIGHT, 1)
--if no valid parameters are given a default ellipse is supplied
if centreVec2 == nil or colorTable == nil or sizeTable == nil then
print("error: invalid parameters for shaderEllipse, using defaults")
--default center of ellipse is middle of mesh
newMesh.shader.centre = vec2(0,0)
--the size and colors of a default ellipse(goes from outside in)
newMesh.shader.colors = {
color(30, 62, 81, 0),
color(29, 45, 60, 255),
color(145, 207, 223, 255)
}
newMesh.shader.step = { 0.05, 0.045, 0.042}
else
newMesh.shader.centre = centreVec2
newMesh.shader.colors = colorTable
newMesh.shader.step = sizeTable
end
return newMesh
end
For a little while now, I’ve been trying to do it myself, but I’m coming up against the whole thing where shaders are in a different language.
When I inspect the shader code, it seems like all you’d have to do is take the no
which is defined as const int no= 3
and make it a different number. It seems like it should all work if you could manually change that number.
Trying that gets me some the error messages, and trying to adjust for those messages gets me some other error messages, from all of which I’ve learned these two things:
- to make
no
changeable, it can’t be declaredconst
anymore - to make
no
function as a parameter in an array declaration, it must be declaredconst
.
…so solving the catch-22 there is beyond me. This seems like it must be possible to do, but I’m stymied. Any help?