''' Plasma Shader ============= This shader example have been taken from http://www.iquilezles.org/apps/shadertoy/ with some adapation. This might become a Kivy widget when experimentation will be done. ''' print 'SETUP KIVY >>' from kivy.logger import Logger import logging Logger.setLevel(logging.TRACE) from kivy.config import Config Config.remove_option('input', 'default') Config.remove_option('input', 'mactouch') Config.set('graphics', 'fullscreen', 'auto') print 'SETUP KIVY << done' from kivy.clock import Clock from kivy.app import App from kivy.uix.floatlayout import FloatLayout from kivy.core.window import Window #Window.clearcolor = None from kivy.graphics import RenderContext from kivy.properties import StringProperty # This header must be not changed, it contain the minimum information from Kivy. header = ''' #ifdef GL_ES precision highp float; #endif /* Outputs from the vertex shader */ varying vec4 frag_color; varying vec2 tex_coord0; /* uniform texture samplers */ uniform sampler2D texture0; ''' # Plasma shader plasma_shader = header + ''' uniform vec2 resolution; uniform float time; void main(void) { // float x = gl_FragCoord.x; // float y = gl_FragCoord.y; // float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.; // float mov1 = y / resolution.y / 0.2 + time; // float mov2 = x / resolution.x / 0.2; // float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time); // float c2 = abs(sin(c1+sin(mov0/1000.+time)+sin(y/40.+time)+sin((x+y)/100.)*3.)); // float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); // gl_FragColor = vec4( c1,c2,c3,1.0); gl_FragColor = vec4(1.0, 1.0, 0., 1.0); } ''' class ShaderWidget(FloatLayout): # property to set the source code for fragment shader fs = StringProperty(None) def __init__(self, **kwargs): # Instead of using Canvas, we will use a RenderContext, # and change the default shader used. self.canvas = RenderContext() # call the constructor of parent # if they are any graphics object, they will be added on our new canvas super(ShaderWidget, self).__init__(**kwargs) # We'll update our glsl variables in a clock Clock.schedule_interval(self.update_glsl, 1.) def on_fs(self, instance, value): # set the fragment shader to our source code shader = self.canvas.shader old_value = shader.fs shader.fs = value if not shader.success: shader.fs = old_value raise Exception('failed') def update_glsl(self, *largs): self.canvas['time'] = Clock.get_boottime() self.canvas['resolution'] = map(float, self.size) # This is needed for the default vertex shader. self.canvas['projection_mat'] = Window.render_context['projection_mat'] # print self.canvas['projection_mat'] class PlasmaApp(App): def build(self): return ShaderWidget(fs=plasma_shader) if __name__ == '__main__': PlasmaApp().run()