forked from: Play with Waterdrop (激重 注意!)
<< 水滴遊び >> ※注:激重
別のものを作ろうと MetaBall系の作品やPixelBender系の作品を手当たり次第に見ていた際に
実装方法を思いついて作ってみました。 (+iPhone OS4のデモ画面で良く出てくる水滴壁紙も)
個別の作品名は書ききれませんが、皆さんありがとうございます。
PixelBenderはある程度複雑になると、処理が間に合わないのか表示が点滅する場合があるようです。
開発環境では一応、点滅しないところまでは持っていけましたが、問題あるようならコメントをください。
試行錯誤でかなり長いPixelBenderのコードになってしまいました。ある程度は標準のフィルターで
置き換えられるのかもしれませんが・・・
水滴の上にマウスをもっていくと水滴が引き寄せられます。 飽きるまで水滴を誘導して遊んでください。
誘導が歯がゆい場合は、マウスで強制ドラッグもできます。
操作: マウス移動 = 誘導
ドラッグ = 強制誘導
クリック = しずくが少しずり落ちます。 ガラス窓を叩くイメージ
ダブルクリック = しずく再生成
SHIFT+マウス移動 = ライト位置変更
Zキー = デバッグ表示
Xキー = 透明感OFF
オプション: SIMPLE = 背景をシンプルなグラデーションにします。こちらのほうが綺麗かも
AUTO = ぼーっと見るためのモード。
...
@author TM
/**
* Copyright frankyz ( http://wonderfl.net/user/frankyz )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/ARxT
*/
// forked from zendenmushi's Play with Waterdrop (激重 注意!)
// << 水滴遊び >> ※注:激重
//
// 別のものを作ろうと MetaBall系の作品やPixelBender系の作品を手当たり次第に見ていた際に
// 実装方法を思いついて作ってみました。 (+iPhone OS4のデモ画面で良く出てくる水滴壁紙も)
// 個別の作品名は書ききれませんが、皆さんありがとうございます。
//
// PixelBenderはある程度複雑になると、処理が間に合わないのか表示が点滅する場合があるようです。
// 開発環境では一応、点滅しないところまでは持っていけましたが、問題あるようならコメントをください。
// 試行錯誤でかなり長いPixelBenderのコードになってしまいました。ある程度は標準のフィルターで
// 置き換えられるのかもしれませんが・・・
//
//
// 水滴の上にマウスをもっていくと水滴が引き寄せられます。 飽きるまで水滴を誘導して遊んでください。
// 誘導が歯がゆい場合は、マウスで強制ドラッグもできます。
//
// 操作: マウス移動 = 誘導
// ドラッグ = 強制誘導
// クリック = しずくが少しずり落ちます。 ガラス窓を叩くイメージ
// ダブルクリック = しずく再生成
// SHIFT+マウス移動 = ライト位置変更
// Zキー = デバッグ表示
// Xキー = 透明感OFF
//
// オプション: SIMPLE = 背景をシンプルなグラデーションにします。こちらのほうが綺麗かも
// AUTO = ぼーっと見るためのモード。
package
{
import com.bit101.components.CheckBox;
import flash.display.Bitmap;
import flash.display.BlendMode;
import flash.display.Loader;
import flash.display.ShaderInput;
import flash.display.ShaderParameter;
import flash.display.Shape;
import flash.display.Sprite;
import flash.display.StageDisplayState;
import flash.events.Event;
import flash.display.BitmapData;
import flash.events.FullScreenEvent;
import flash.events.KeyboardEvent;
import flash.events.MouseEvent;
import flash.filters.BlurFilter;
import flash.filters.DropShadowFilter;
import flash.filters.ShaderFilter;
import flash.geom.ColorTransform;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.geom.Vector3D;
import flash.net.FileReference;
import flash.net.URLRequest;
import flash.system.LoaderContext;
import flash.utils.ByteArray;
import frocessing.core.F5BitmapData2D;
import mx.graphics.ImageSnapshot;
import net.hires.debug.Stats;
/**
* ...
* @author TM
*/
[SWF(width=200,height=200,backgroundColor=0x0,frameRate=60)]
public class DropWaters extends Sprite
{
private var canvas : BitmapData;
private var canvasBmp : Bitmap;
private var sceneImage : BitmapData;
private var gradiant : BitmapData;
private var back : BitmapData;
private var backBmp : Bitmap;
private var track : BitmapData;
private var zeroPoint : Point = new Point(0, 0);
private var dropimages : Vector.<MetaCircle> = new Vector.<MetaCircle>;
private var uiBar : Sprite = new Sprite();
private var tempPos : Point = new Point();
private var tempRect : Rectangle = new Rectangle();
private var shader : DropWaterShader = new DropWaterShader();
private var filter : ShaderFilter = new ShaderFilter(shader);
private var metaNV : MetaNVShader = new MetaNVShader();
private var metaNVfilter : ShaderFilter = new ShaderFilter(metaNV);
private var blur : BlurFilter = new BlurFilter(4, 4);
private var dropShadow : DropShadowFilter = new DropShadowFilter(2, 2, 0, 0.5);
private var light : Vector3D;
private var eye : Vector3D;
private var halfv : Vector3D;
private var debugMode : Boolean = false;
private var solidlMode : Boolean = false;
private var shiftKeyIsDown : Boolean = false;
private var mouseIsDown : Boolean = false;
private var downPoint : Point = new Point();
private var captureDrop : DropWater = null;
private var fullscreenCheckbox : CheckBox;
private var backscreenCheckbox : CheckBox;
private var autoCheckbox : CheckBox;
private var drops : Vector.<DropWater> = new Vector.<DropWater>;
private var freep : int = -1;
private const itemlimit : int = 50;
private var loaders : Array;
private const url:Array = [
//"./PlayDrop3.png",
//"./PlayDropGrad.png",
"http://assets.wonderfl.net/images/related_images/b/bb/bb15/bb154b857405d3b1a0d69a5f1f2af681eb173baa",
"http://assets.wonderfl.net/images/related_images/7/76/76ab/76ab08a96a14ad712b91c0a68848edbf4d0ce16e"
];
public function DropWaters()
{
Wonderfl.capture_delay( 30 );
if (stage) init();
else addEventListener(Event.ADDED_TO_STAGE, init);
}
private function init(e:Event=null):void
{
removeEventListener(Event.ADDED_TO_STAGE, init);
loaders = new Array();
for (var i : int = 0; i < url.length; i++) {
loaders[i] = new Loader();
loaders[i].contentLoaderInfo.addEventListener(Event.COMPLETE, loaded);
loaders[i].load(new URLRequest(url[i]), new LoaderContext(true));
}
}
private var loaded_count : int = 0;
private function loaded(e : Event = null) : void
{
loaded_count++;
if (loaded_count < url.length) return;
addEventListener(Event.ENTER_FRAME, enterFrame);
stage.addEventListener(MouseEvent.CLICK, mouseClick);
stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown);
stage.addEventListener(MouseEvent.MOUSE_UP, mouseUp);
stage.addEventListener(MouseEvent.DOUBLE_CLICK, doubleClick);
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown);
stage.addEventListener(KeyboardEvent.KEY_UP, keyUp);
stage.addEventListener(FullScreenEvent.FULL_SCREEN, changeFullscreen);
stage.doubleClickEnabled = true;
sceneImage = Bitmap(loaders[0].content).bitmapData;
gradiant = Bitmap(loaders[1].content).bitmapData;
back = sceneImage.clone();
blur.blurX = 10;
blur.blurY = 10;
back.applyFilter(back, back.rect, zeroPoint, blur);
backBmp = new Bitmap(back);
addChild( backBmp) ;
blur.blurX = 4;
blur.blurY = 4;
track = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0x000000);
canvas = new BitmapData(stage.stageWidth, stage.stageHeight, true, 0xff000000);
canvasBmp = new Bitmap(canvas);
addChild(canvasBmp);
addChild(uiBar);
uiBar.graphics.clear();
uiBar.graphics.beginFill(0, 0.7);
uiBar.graphics.drawRect(0, 0, stage.stageWidth, 16);
uiBar.graphics.endFill();
uiBar.y = stage.stageHeight - 16;
fullscreenCheckbox = new CheckBox( uiBar, 2, 2, "FULL SCREEN", fullscreenChecked);
backscreenCheckbox = new CheckBox( uiBar, 200, 2, "SIMPLE", backscreenChecked);
autoCheckbox = new CheckBox( uiBar, 400, 2, "AUTO", autoChecked);
//addChild(new Stats());
shader.data.src2.input = sceneImage;
light = new Vector3D( -0.2, 0.5, 0.8 );
light.normalize();
eye = new Vector3D( 0.0, 0.2, 1.0 ); // 少し斜めから見ている体にする
eye.normalize();
halfv = light.add(eye);
halfv.normalize();
shader.data.light.value = [ light.x, light.y, light.z];
// shader.data.eye.value = [ eye.x, eye.y, eye.z ];
shader.data.halfv.value = [ halfv.x, halfv.y, halfv.z ];
shader.data.reflection.value = [ -1.0 ];
dropShadow.angle = Math.atan2( light.y, light.x ) * 180 / Math.PI;
canvasBmp.filters = [ dropShadow ];
for (var r : Number = 0; r <= MAX_RADIUS; r++) {
dropimages[r] = new MetaCircle(r + 1, r > 10 ? 1.0 : r / 20 +0.5 );
}
DropWater.metaImages = dropimages;
for (var i : int = 0; i < itemlimit; i++) {
newItem( Math.random() * stage.stageWidth, Math.random() * stage.stageHeight, Math.random() * 20 + 2, false);
}
}
private function changeFullscreen(e:Event):void
{
if (stage.displayState == StageDisplayState.FULL_SCREEN) {
fullscreenCheckbox.selected = true;
} else {
fullscreenCheckbox.selected = false;
}
}
private function fullscreenChecked(e:Event) : void
{
if (!fullscreenCheckbox.selected) {
stage.fullScreenSourceRect = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
stage.displayState = StageDisplayState.NORMAL;
} else {
stage.fullScreenSourceRect = new Rectangle(0, 0, stage.stageWidth, stage.stageHeight);
stage.displayState = StageDisplayState.FULL_SCREEN;
}
}
private function backscreenChecked(e:Event) : void
{
if (!backscreenCheckbox.selected) {
back.copyPixels(sceneImage, sceneImage.rect, zeroPoint);
shader.data.src2.input = sceneImage;
} else {
back.copyPixels(gradiant, gradiant.rect, zeroPoint);
shader.data.src2.input = gradiant;
}
blur.blurX = 10;
blur.blurY = 10;
back.applyFilter(back, back.rect, zeroPoint, blur);
}
private function autoChecked(e:Event) : void
{
}
private function doubleClick(e:MouseEvent):void
{
if (Math.abs(e.stageX - downPoint.x) + Math.abs(e.stageY - downPoint.y) < 4) {
for (var i : int = 0; i < itemlimit; i++) {
newItem( Math.random() * stage.stageWidth, Math.random() * stage.stageHeight, Math.random() * 20 + 2, false);
}
}
}
private function mouseClick(e:MouseEvent):void
{
for (var i : int = 0; i < itemlimit; i++) {
var drop : DropWater = drops[i];
drop.dy = drop.radius*Math.random();
drop.dropping = drop.dy > 0;
}
/* // pixelBender ToolKit用ソース画像取り込み
var pFile :FileReference = new FileReference();
var imageSnap:ImageSnapshot = ImageSnapshot.captureImage(canvasBmp);
// var imageSnap:ImageSnapshot = ImageSnapshot.captureImage(new Bitmap(dropimages[99].densityImage));
var imageByteArray:ByteArray = imageSnap.data as ByteArray;
pFile.save(imageByteArray, "image.png");
*/
}
private function mouseUp(e:MouseEvent):void
{
mouseIsDown = false;
captureDrop = null;
}
private function mouseDown(e:MouseEvent):void
{
mouseIsDown = true;
downPoint.x = e.stageX;
downPoint.y = e.stageY;
}
private function keyDown(e:KeyboardEvent):void
{
if (e.charCode == 122) { // "Z"
debugMode = !debugMode;
} else if (e.charCode == 120) { // "X"
solidlMode = !solidlMode;
if (solidlMode) {
shader.data.reflection.value = [ 0.0 ];
} else {
shader.data.reflection.value = [ -1.0 ];
}
}
shiftKeyIsDown = e.shiftKey;
}
private function keyUp(e:KeyboardEvent):void
{
shiftKeyIsDown = e.shiftKey;
}
private function newItem( x : Number, y : Number, r : Number, drop : Boolean) : DropWater
{
var cnt : int = drops.length;
if (((itemlimit > 0) && cnt >= itemlimit) && (freep >= cnt-1)) return null;
freep++;
if (r > MAX_RADIUS) r = MAX_RADIUS;
if (drop) {
y = -r;
}
if (freep == cnt) {
drops[cnt] = new DropWater(x, y, r);
} else {
drops[freep].regenerate(x, y, r);
}
drops[freep].dropping = drop;
if (drop) {
drops[freep].dx = 0;
drops[freep].dy = Math.random()*20;
}
drops[freep].index = freep;
drops[freep].visible = true;
return drops[freep];
}
private function remove(index : int) : void
{
var cnt : int = drops.length;
var temp : DropWater = drops[index];
var lastp : int = freep;
temp.visible = false;
//removeChild(temp);
if (lastp != index) {
drops[index] = drops[lastp];
drops[index].index = index;
drops[lastp] = temp;
}
freep = lastp - 1;
}
private function enterFrame(e:Event):void
{
var i : int, j : int, drop : DropWater;
if (autoCheckbox.selected) {
newItem( Math.random() * stage.stageWidth, Math.random() * stage.stageHeight, Math.random() * 20 + 2, false);
i = Math.random() * freep;
if (i <= freep) {
drop = drops[i];
drop.dy = drop.radius*Math.random();
drop.dropping = drop.dy > 0;
}
}
track.lock();
if (shiftKeyIsDown) {
light.x = (stage.stageWidth / 2.0 - stage.mouseX)/(stage.stageWidth / 2.0);
light.y = (stage.stageHeight / 2.0 - stage.mouseY)/(stage.stageHeight / 2.0);
light.z = 1.0;
light.normalize();
halfv = light.add(eye);
halfv.normalize();
shader.data.light.value = [ light.x, light.y, light.z];
shader.data.halfv.value = [ halfv.x, halfv.y, halfv.z ];
dropShadow.angle = Math.atan2( light.y, light.x ) * 180 / Math.PI;
canvasBmp.filters = [ dropShadow ];
}
// 水滴同士 引き合う
for (i = freep; i >= 0; i--) {
var dropA : DropWater = drops[i];
// マウスと引き合う or クリックで掴む
if (mouseIsDown && captureDrop == dropA) {
dropA.x = stage.mouseX;
dropA.y = stage.mouseY;
} else {
if ((Math.abs(dropA.x - stage.mouseX) < dropA.radius) && (Math.abs(dropA.y - stage.mouseY) < dropA.radius)) {
dropA.dx = (stage.mouseX - dropA.x) ;
dropA.dy = (stage.mouseY - dropA.y) ;
if (mouseIsDown && !captureDrop) {
captureDrop = dropA;
}
}
}
// 分離したしずくはしばらくは融合しない
if (dropA.stay > 0) {
dropA.stay--;
} else { // 融合チェック
var cnt : int = 0;
for (j = freep; j >= 0; j--) {
if (j != i) {
var dropB : DropWater = drops[j];
if ((dropA.radius <= dropB.radius) && !dropB.fusion) {
var dx : Number = Math.abs(dropA.x - dropB.x);
var dy : Number = Math.abs(dropA.y - dropB.y);
if (( dx < dropA.radius+dropB.radius) && (dy < dropA.radius+dropB.radius)) {
var drop_dist : Number = Math.sqrt( dx * dx + dy * dy );
var q : Number = dropA.radius / (dropA.radius + dropB.radius);
var density : Number = (track.getPixel( dropA.x + (dropB.x - dropA.x) * q, dropA.y + (dropB.y - dropA.y) * q) & 0xff) / 255.0;
if (density > 0.5) {
dropA.fusion = (captureDrop != dropA);// && (dropA.radius < MAX_RADIUS);
if (dropA.fusion && (dropB.radius < MAX_RADIUS)) {
dropB.radius += dropA.radius/4;
if (dropB.radius >= MAX_RADIUS*0.8) {
dropB.dy = dropB.radius*Math.random();
dropB.dropping = dropB.dy > 0;
}
}
} else if ((density >= 0.09) && (drop_dist <= dropA.radius + dropB.radius)) {
dropA.dx += (dropB.x - dropA.x) * dropB.radius / drop_dist;
dropA.dy += (dropB.y - dropA.y) * dropB.radius / drop_dist;
dropB.dx += (dropA.x - dropB.x) * dropA.radius / drop_dist / 2;
if (dropA.y > dropB.y) {
dropB.dy += (dropA.y - dropB.y) * dropA.radius / drop_dist/2;
}
cnt++;
dropA.dropping = false;
}
}
}
if (cnt > 0) {
dropA.dx /= cnt;
dropA.dy /= cnt;
dropB.dx /= cnt;
dropB.dy /= cnt;
}
}
}
}
}
track.unlock();
canvas.fillRect(canvas.rect, 0x000000);
//canvas.copyPixels(track, track.rect, zeroPoint);
for (i = freep; i >= 0; i--) {
drop = drops[i];
drop.x += drop.dx*0.4;
drop.y += drop.dy*0.4;
if (drop.radius >= MAX_RADIUS) {
drop.dy = drop.radius;
drop.dropping = true;
}
if (!drop.dropping) {
drop.dx = 0;
drop.dy = 0;
} else {
drop.dx = drop.dx*0.6;
drop.dy = drop.dy*0.8;
if ((drop.radius > 10) && (Math.random() > 0.99) && (drop.y-drop.lastSplit > 10) ) {
var newdrop : DropWater = newItem( drop.x+Math.random()*drop.radius-drop.radius/2, drop.y, 3 + Math.random() * drop.radius / 10, false);
if (newdrop) {
newdrop.stay = 30;
drop.lastSplit = drop.y;
}
}
}
// 垂れを表現するために、水滴の後ろに一回り小さい水滴(ghost)を追尾させる
var befdx : Number = drop.x - drop.befpos.x;
var befdy : Number = drop.y - drop.befpos.y;
var movdist : Number = Math.sqrt(befdx * befdx + befdy * befdy);
if (movdist > drop.radius / 2) {
drop.befpos.x = drop.x - (drop.radius / 2)* befdx / movdist;
drop.befpos.y = drop.y - (drop.radius / 2)* befdy / movdist;
}
if (drop.befpos.y > drop.y) { // ghostが下にあると不安定感があるのでghostより本体が下になるように
drop.y += (drop.befpos.y - drop.y) / 16;
}
// render!
for (var ghost : int = 0; ghost < 2; ghost++) {
if (ghost && (drop.radius < 5)) continue;
var xx : int, yy : int, rr : int;
rr = drop.radius;
if (drop.appear > 0) {
rr /= drop.appear;
drop.appear--;
}
if (ghost) {
rr = rr * 0.8;
xx = (drop.befpos.x - rr) >> 0;
yy = (drop.befpos.y - rr) >> 0;
} else {
xx = (drop.x - rr) >> 0;
yy = (drop.y - rr) >> 0;
}
tempPos.x = xx;
tempPos.y = yy;
tempRect.x = tempPos.x;
tempRect.y = tempPos.y;
tempRect.width = drop.width;
tempRect.height = drop.height;
dropimages[rr].workImage.copyPixels( canvas, tempRect, zeroPoint );
metaNV.data.fore.input = dropimages[rr].densityImage;
metaNV.data.level.value = [ rr/MAX_RADIUS ];
dropimages[rr].workImage.applyFilter( dropimages[rr].workImage, dropimages[rr].workImage.rect, zeroPoint, metaNVfilter);
canvas.copyPixels(dropimages[rr].workImage, dropimages[rr].workImage.rect, tempPos);
}
if (drop.fusion || drop.y > stage.stageWidth+drop.radius) {
remove(i);
}
}
track.copyPixels(canvas, canvas.rect, zeroPoint);
if (!debugMode) canvas.applyFilter(canvas, canvas.rect, zeroPoint, filter);
}
}
}
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Shader;
import flash.geom.Point;
import flash.utils.ByteArray;
import mx.utils.Base64Decoder;
const MAX_RADIUS : Number = 25;
class DropWater extends Bitmap
{
public static var metaImages : Vector.<MetaCircle>;
public var index : int;
//public var visible : Boolean;
private var _radius : int;
//public var x : Number;
//public var y : Number;
public var dx : Number;
public var dy : Number;
public var dropping : Boolean;
public var fusion : Boolean;
public var stay : uint = 0;
public var lastSplit : Number;
public var befpos : Point = new Point();
public var appear : int = 0;
//public var width : Number;
//public var height : Number;
public function DropWater(x : Number, y : Number, r : Number)
{
regenerate(x, y, r);
}
public function regenerate(x : Number, y : Number, r : Number) : void
{
this.x = x;
this.y = y;
befpos.x = x;
befpos.y = y;
lastSplit = y;
this.dx = 0;
this.dy = 0;
radius = r;
fusion = false;
visible = true;
dropping = false;
stay = 0;
appear = 2;
}
public function get radius():int { return _radius; }
public function set radius(value:int):void
{
_radius = value < MAX_RADIUS ? value : MAX_RADIUS;
bitmapData = metaImages[_radius >> 0].densityImage;
}
}
class MetaCircle
{
private var radius : Number = 0;
private var maxdensity : Number = 1;
private var visibleRatio : Number = 0.8;
public var densityImage : BitmapData;
public var workImage : BitmapData;
private var pos : Point = new Point();
public function MetaCircle(r : Number, density : Number )
{
radius = r;
maxdensity = density;
densityImage = new BitmapData(r * 2+1, r * 2+1, true, 0);
workImage = densityImage.clone();
render();
}
public function density(r : Number) : Number
{
if (r < radius) {
var t : Number = (r / radius);
return maxdensity * (1 - t) * (1 - t);
} else {
return 0.0;
}
}
private function render() : void
{
var h : int = densityImage.height;
var w : int = densityImage.width;
var h2 : int = h / 2;
var w2 : int = w / 2;
densityImage.lock();
for (var y : int = 0; y < h; y++ ) {
var rad1 : Number = Math.acos( ((h2-y)/h2) );
var spanr : Number = Math.sin( rad1 ) * h2;
for (var x : int = 0; x < w; x++) {
var r : Number = Math.sqrt( (w2 - x) * (w2 - x) + (h2 - y) * (h2 - y) );
var a : uint = density(r) * 127;
if (a > 0) {
var rad2 : Number = Math.acos(( (w2 - x) / w2));
// 右手座標系 +X=左 +Y=上 +Z=手前
var ny : Number = (h2 - y);
var nx : Number = (Math.cos( rad2 ) * spanr);
var nz : Number = Math.sin( rad2 ) * spanr;
var l : Number = Math.sqrt( nx * nx + ny * ny +nz * nz );
var nv : int = (Math.max(0,Math.min(255, nx / l * 128 + 128)) << 16) | (Math.min(255, ny / l * 128 + 128) << 8) | a;// (Math.min(255, nz / l * 128 + 128));
if (a > 0) {
// 本当はAチャンネルで濃度をあらわしたいが、Aの値を変えるとPixelBenderで参照しているRGBも変わってしまうのでしかたなくBに濃度を格納
densityImage.setPixel32(x, y, (255 << 24) | nv );
}
}
}
}
densityImage.unlock();
}
public function drawTo(target : BitmapData, x : Number, y : Number) : void
{
pos.x = x-radius;
pos.y = y-radius;
target.copyPixels(densityImage, densityImage.rect, pos, null, null, true);
}
}
class DropWaterShader extends Shader
{
//[Embed(source = 'MetaWater.pbj', mimeType = 'application/octet-stream')]
//private var pbj : Class;
private var bcode : String =
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public function DropWaterShader()
{
/*
var code : ByteArray = (new pbj()) as ByteArray;
super( code );
*/
var dec : Base64Decoder = new Base64Decoder();
dec.decode( bcode );
super(dec.toByteArray());
}
}
class MetaNVShader extends Shader
{
//[Embed(source = 'metaNV.pbj', mimeType = 'application/octet-stream')]
//private var pbj : Class;
private var bcode : String =
"pQEAAACkCQBEcm9wV2F0ZXKgDG5hbWVzcGFjZQBqcC5saW1hY29uAKAMdmVuZG9yAEVTVgCgCHZl"+
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"AAAAAAAA";
public function MetaNVShader()
{
/*
var code : ByteArray = (new pbj()) as ByteArray;
super( code );
*/
var dec : Base64Decoder = new Base64Decoder();
dec.decode( bcode );
super(dec.toByteArray());
}
}
/*
<languageVersion : 1.0;>
kernel MetaWater
< namespace : "jp.limacon";
vendor : "ESV";
version : 1;
description : "metawater"; >
{
#if AIF_FLASH_TARGET
parameter float3 eye;
parameter float3 light;
parameter float3 halfv;
#else
parameter float3 eye
<
defaultValue : float3(0,0.2,1.0);
>;
parameter float3 light
<
defaultValue : float3(-0.2, 0.5, 0.8);
>;
#endif
parameter float reflection
<
defaultValue : float(0.0);
>;
input image4 src;
input image4 src2;
output pixel4 dst;
void evaluatePixel()
{
#if !AIF_FLASH_TARGET
float3 halfv = normalize(eye+light);
#endif
float2 singlePixel = pixelSize(src);
float3 invlight = float3(-halfv.x, -halfv.y, halfv.z);
float4 pix = sampleNearest(src, outCoord());
if (pix.z > 0.09) {
float3 nv;
nv.xy = (pix.xy-0.5)*2.0;
nv.z = sqrt( 1.0 - nv.x*nv.x - nv.y*nv.y );
float dotspec = pow(dot(halfv.xyz, nv.xyz),400.0);//pow( max(0.0, dot(halfv.xyz, nv) ), 64.0);
float dotdi = dot( light, nv ) ; // !!! if i use dot(), blink!???
float2 backpos;
float4 color;
if (reflection != 0.0) {
backpos = outCoord()+nv.xy*400.0;
if (backpos.x > 465.0) backpos.x = backpos.x - 465.0;
if (backpos.x < 0.0) backpos.x = backpos.x + 465.0;
if (backpos.y > 465.0) backpos.y = 464.0;//backpos.y - 465.0;
if (backpos.y < 0.0) backpos.y = 0.0;//backpos.y + 465.0;
color = sampleNearest(src2, backpos);
} else {
color = float4(0.5, 0.5, 0.5, 0.5);
}
float refl = pow(dot( invlight, nv ),10.0);//(0.9-dotdi)*2.0;
dst.rgb = dotspec + color.rgb*dotdi + (float3(0.4,0.5,0.5)+color.rgb)*refl;// + float3(0.8,1.0,1.0)*refl;
//dst.rgb = float3(dot2, dot2, dot2);
float fade = 1.0-(nv.y-0.1)*2.0;
if ((pix.z > 0.1)){// || (nv.y > 0.1)) {
if (nv.y > 0.1) dst.a = fade + dotspec;
else dst.a = 1.0;
} else if (pix.z > 0.09) { // pseoud AA
if (nv.y > 0.1) dst.a = (pix.z-0.09)*100.0*fade;
else dst.a = (pix.z-0.09)*100.0;
}
} else {
dst.a = 0.0;
}
}
}
<languageVersion : 1.0;>
kernel MetaNV
< namespace : "jp.limacon";
vendor : "ESV";
version : 2;
description : "metaNV"; >
{
parameter float level;
input image4 back;
input image4 fore;
output pixel4 dest;
void evaluatePixel()
{
float2 curPos = outCoord();
pixel4 f0 = sampleNearest(fore, curPos);
pixel4 b0 = sampleNearest(back, curPos);
float fd = f0.z;
float bd = b0.z;
// .a=height
// .r=norm.x
// .g=norm.y
// .b=density
float density = fd + bd;
dest.a = f0.a+b0.a;
if (f0.a > 0.0) {
f0.xy = (f0.xy-0.5)*2.0;
f0.z = sqrt( 1.0 - f0.x*f0.x - f0.y*f0.y);
if (b0.a > 0.0) {
b0.xy = (b0.xy-0.5)*2.0;
b0.z = sqrt( 1.0 - b0.x*b0.x - b0.y*b0.y);
} else {
b0.xyz = float3(0.0, 0.0, 1.0);
}
float3 v = f0.xyz*fd*level + b0.xyz*bd;//(f0.xyz-0.5)*2.0 + (b0.xyz-0.5)*2.0;//(f0.xyz*2.0-1.0) + (b0.xyz*2.0-1.0);
float l = length( v );
v = v/l;
v = v/2.0+0.5;
dest.rgb = float3(v.x, v.y, density);//float3(density,density,density);// density);
} else {
dest.rgb = b0.rgb;
}
}
}
*/