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6_07_01_24.py
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"""
Author: Ethan.R
Date of Creation: 7th January 2024
Date of Release: NA
Creation Name: Rain Effect
Source: https://shadered.org/view?s=6Gny24_ojD
"""
from _lib import Main
import moderngl as mgl
import pygame
from _shaderPasses.bloom import Bloom
from _shaderPasses.gaussianBlur import GaussianBlur
from _shaderPasses.colourQuantise import ColourQuantise
from _shaderPasses.dithering import Dithering
from _shaderPasses.sobelFilter import SobelFilter
from _shaderPasses.contrast import Contrast
from _shaderPasses.greyScale import GreyScale
class ShaderProgram(Main):
rain_frag: str = """
# version 460 core
uniform sampler2D uNoiseTexture;
uniform vec2 uResolution;
uniform float utime;
in vec2 uvs;
out vec4 fColour;
void main(){
float time = utime * 0.004;
vec4 colour1 = vec4(81.0/225.0, 179.0/225.0, 214.0/225.0, 1.0);
vec4 colour2 = vec4(70.0/225.0, 126.0/225.0, 214.0/225.0, 1.0);
vec4 colour3 = vec4(50.0/225.0, 82.0/225.0, 209.0/225.0, 1.0);
vec4 colour4 = vec4(29.0/225.0, 48.0/225.0, 122.0/225.0, 1.0);
// Pixelate effect
vec2 uv_pixel = floor(uvs * (uResolution/4)) / (uResolution/4);
//uv_pixel = uvs;
vec3 displace = texture(uNoiseTexture, vec2(uv_pixel.x, (uv_pixel.y + sin(time)) * 0.05)).rgb;
displace = texture(uNoiseTexture, vec2(uv_pixel.x, (uv_pixel.y))).rgb;
vec2 uv_temp = uv_pixel;
uv_temp.y *= 0.2;
uv_temp.y += sin(time);
vec4 baseColour = texture(uNoiseTexture, uv_temp + displace.xy);
//vec4 baseColour = texture(uNoiseTexture, uvs);
vec4 noise = floor(baseColour * 10.0) / 5.0;
vec4 bright = mix(colour1, colour2, uvs.y);
vec4 dark = mix(colour3, colour4, uvs.y);
vec4 colour = mix(dark, bright, noise);
// Gradient
colour -= 0.45 * pow(uv_pixel.y, 8.0);
colour += 0.5 * pow(1.0 - uv_pixel.y, 8.0);
fColour = vec4(colour.rgb, 1.0);
}
"""
def __init__(self, media:str, scale:int=1, caption:str="NA", swizzle:str="RGBA", flip:bool=False, components:int=4, method:str="nearest", fps:int=60):
super().__init__(media=media, scale=scale, caption=caption, swizzle=swizzle, flip=flip, components=components, method=method, fps=fps)
self.load_program()
# Load Rain shaders
self.create_program(title="new", vert=Main.vert, frag=ShaderProgram.rain_frag)
self.create_vao(title="new", program="new", buffer="main", args=["2f 2f", "iPosition", "iTexCoord"])
self.create_texture(title="new", size=self.textures["main"].size, components=4)
self.create_framebuffer(title="new", attachments=[self.textures["new"]])
def update(self):
self.programs["new"]["utime"] = self.time
self.programs["new"]["uResolution"] = self.screen.get_size()
super().update()
def draw(self):
# Render rain shader
self.framebuffers["new"].use()
self.textures["main"].use(location=0)
self.programs["new"]["uNoiseTexture"] = 0
self.vaos["new"].render(mode=mgl.TRIANGLE_STRIP)
self.textures["new"].use(location=0)
self.programs["main"]["uTexture"] = 0
super().draw()
if __name__ == "__main__":
shader_program: ShaderProgram = ShaderProgram(
caption="Rain Effect",
swizzle="RGBA",
scale=0.75,
flip=True,
components=4,
method="linear",
media=r"_images\noise.png",
).run()