https://github.com/selimanac/defold-pixel-planets
Port of Pixel Planets shaders to Defold
https://github.com/selimanac/defold-pixel-planets
defold glsl glsl-shaders madewithdefold shader
Last synced: 8 months ago
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Port of Pixel Planets shaders to Defold
- Host: GitHub
- URL: https://github.com/selimanac/defold-pixel-planets
- Owner: selimanac
- Created: 2021-03-26T11:50:50.000Z (almost 5 years ago)
- Default Branch: master
- Last Pushed: 2021-03-26T15:50:56.000Z (almost 5 years ago)
- Last Synced: 2025-03-31T22:34:50.604Z (12 months ago)
- Topics: defold, glsl, glsl-shaders, madewithdefold, shader
- Language: GLSL
- Homepage:
- Size: 730 KB
- Stars: 38
- Watchers: 3
- Forks: 4
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-defold - Pixel Planets
README
# Pixel Planets

Pixel Planet shaders originally created by [Deep-Fold](https://deep-fold.itch.io/), ported to [Defold](https://defold.com/) game engine by [me](https://twitter.com/selimanac).
See it in action: https://selimanac.itch.io/defold-pixel-planet-generator
Please visit his itch.io project page here: https://deep-fold.itch.io/pixel-planet-generator
All credit goes to [Deep-Fold](https://deep-fold.itch.io/)
Thanks to [@britz](https://twitter.com/bjornritzl) for [lowrez](https://github.com/britzl/lowrezjam-template) template.
### Uniforms
No logic here...
```glsl
/*
x = size
y = pixels
z = rotation
w = stretch
*/
uniform lowp vec4 transform;
/*
x = seed
y = time
z = time_speed
w = OCTAVES
*/
uniform lowp vec4 generic;
/*
x = light_border_1
y = light_border_2
z = bands
w =
*/
uniform lowp vec4 border;
/*
x = cover (cloud)
y = curve (cloud)
z = dither_size
w = scale (scale_rel_to_planet)
*/
uniform lowp vec4 modify;
/*
x = light_origin.x
y = light_origin.y
z = light_distance1
w = light_distance2
*/
uniform lowp vec4 lights;
/*
x = ring_width
y = ring_perspective
z = cutoff (lake_cutoff / land_cutoff / river_cutoff)
w = TILES
*/
uniform lowp vec4 extras;
/*
x = circle_amount
y = circle_size
z = storm_width
w = storm_dither_width
*/
uniform lowp vec4 circles;
```