72 lines
2.1 KiB
GLSL
72 lines
2.1 KiB
GLSL
#version 100
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precision highp float;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 center;
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uniform float screenHeight;
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uniform float d1;
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uniform float d2;
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uniform float angleM1;
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uniform float angleM1_Y;
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uniform float zoom;
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uniform float lambdas[10];
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uniform int lambdasCount;
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const float PI = 3.14159265359;
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vec3 WavelengthToRGB(float l) {
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float r = 0.0; float g = 0.0; float b = 0.0;
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if (l >= 380.0 && l < 440.0) { r = -(l - 440.0) / (440.0 - 380.0); b = 1.0; }
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else if (l >= 440.0 && l < 490.0) { g = (l - 440.0) / (490.0 - 440.0); b = 1.0; }
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else if (l >= 490.0 && l < 510.0) { g = 1.0; b = -(l - 510.0) / (510.0 - 490.0); }
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else if (l >= 510.0 && l < 580.0) { r = (l - 510.0) / (580.0 - 510.0); g = 1.0; }
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else if (l >= 580.0 && l < 645.0) { r = 1.0; g = -(l - 645.0) / (645.0 - 580.0); }
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else if (l >= 645.0 && l <= 780.0) { r = 1.0; }
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float factor = 1.0;
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if (l >= 380.0 && l < 420.0) factor = 0.3 + 0.7 * (l - 380.0) / (420.0 - 380.0);
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else if (l >= 380.0 && l <= 645.0) factor = 1.0;
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else if (l > 700.0 && l <= 780.0) factor = 0.3 + 0.7 * (780.0 - l) / (780.0 - 700.0);
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return vec3(r * factor, g * factor, b * factor);
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}
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void main() {
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float pixelX = gl_FragCoord.x;
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float pixelY = screenHeight - gl_FragCoord.y;
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float deltaLnm = 2.0 * (d1 - d2) * 1000.0;
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float relX = (pixelX - center.x) * zoom;
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float relY = (pixelY - center.y) * zoom;
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float radiusSq = relX * relX + relY * relY;
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float ringFactorBase = radiusSq * 0.065;
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float wDelta = (relX * angleM1 + relY * angleM1_Y) * 200.0;
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float currDeltaBase = deltaLnm + wDelta;
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vec3 accumColor = vec3(0.0);
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for(int i = 0; i < 10; i++) {
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if (i >= lambdasCount) break;
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float l = lambdas[i];
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if (l < 1.0) l = 550.0;
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vec3 baseColorVec = WavelengthToRGB(l);
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float currDelta = currDeltaBase - ringFactorBase;
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float K = PI / l;
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float phase = currDelta * K;
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float intensity = cos(phase);
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intensity = intensity * intensity;
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accumColor += baseColorVec * intensity;
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}
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gl_FragColor = vec4(accumColor, 1.0);
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}
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