import pyglet, pyglet.graphics from pyglet.gl import GL_NEAREST shader_source = """#version 430 core uniform float x_amp; uniform float y_amp; uniform float x_freq; uniform float y_freq; uniform float phase_shift; uniform float thickness; uniform int samples; uniform float time; uniform vec2 resolution; layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in; layout (location = 0, rgba32f) uniform image2D img_output; vec2 lissajous(float t) { return vec2( x_amp * sin(x_freq * t + phase_shift + time), y_amp * sin(y_freq * t) ); } float curve_distribution(vec2 uv) { float d = 1e5; for (int i = 0; i < samples; i++) { float t = float(i) / float(samples) * 6.28318; vec2 p = lissajous(t); d = min(d, length(uv - p)); } return d; } void main() { ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy); vec2 uv = (vec2(texel_coord) / resolution) * 2.0 - 1.0; uv.x *= float(resolution.x) / float(resolution.y); float d = curve_distribution(uv); float line = smoothstep(thickness, thickness * 0.3, d); vec4 color = vec4(vec3(line), 1.0); imageStore(img_output, texel_coord, color); } """ def create_shader(width, height): shader_program = pyglet.graphics.shader.ComputeShaderProgram(shader_source) lissajous_image = pyglet.image.Texture.create(width, height, internalformat=pyglet.gl.GL_RGBA32F, min_filter=GL_NEAREST, mag_filter=GL_NEAREST) uniform_location = shader_program["img_output"] lissajous_image.bind_image_texture(unit=uniform_location) return shader_program, lissajous_image