v4k-git-backup/demos/art/shadertoys/lds3DS8.fs

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// Created by Reinder Nijhoff 2013
// @reindernijhoff
// empirical measured values
#define EYEDISTANCE 5.15
#define LENSDISTANCE -0.136
#define FOV 0.62
#define SHADOW
//#define REFLECTION
#define RAYCASTSTEPS 30
#define EXPOSURE 0.9
#define EPSILON 0.0001
#define MAXDISTANCE 400.
#define GRIDSIZE 10.
#define GRIDSIZESMALL 8.
#define MAXHEIGHT 10.
#define SPEED 2.5
float time;
//
// math functions
//
const mat2 mr = mat2 (0.84147, 0.54030,
0.54030, -0.84147 );
float hash( float n ) {
return fract(sin(n)*43758.5453);
}
vec2 hash2( float n ) {
return fract(sin(vec2(n,n+1.0))*vec2(2.1459123,3.3490423));
}
vec2 hash2( vec2 n ) {
return fract(sin(vec2( n.x*n.y, n.x+n.y))*vec2(2.1459123,3.3490423));
}
vec3 hash3( float n ) {
return fract(sin(vec3(n,n+1.0,n+2.0))*vec3(3.5453123,4.1459123,1.3490423));
}
vec3 hash3( vec2 n ) {
return fract(sin(vec3(n.x, n.y, n+2.0))*vec3(3.5453123,4.1459123,1.3490423));
}
//
// intersection functions
//
bool intersectPlane(vec3 ro, vec3 rd, float height, out float dist) {
if (rd.y==0.0) {
return false;
}
float d = -(ro.y - height)/rd.y;
d = min(100000.0, d);
if( d > 0. ) {
dist = d;
return true;
}
return false;
}
bool intersectUnitSphere ( in vec3 ro, in vec3 rd, in vec3 sph, out float dist, out vec3 normal ) {
vec3 ds = ro - sph;
float bs = dot( rd, ds );
float cs = dot( ds, ds ) - 1.0;
float ts = bs*bs - cs;
if( ts > 0.0 ) {
ts = -bs - sqrt( ts );
if( ts>0. ) {
normal = normalize( (ro+ts*rd)-sph );
dist = ts;
return true;
}
}
return false;
}
//
// Scene
//
void getSphereOffset( vec2 grid, inout vec2 center ) {
center = (hash2( grid+vec2(43.12,1.23) ) - vec2(0.5) )*(GRIDSIZESMALL);
}
void getMovingSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) {
// falling?
float s = 0.1+hash( grid.x*1.23114+5.342+754.324231*grid.y );
float t = 14.*s + time/s;
float y = s * MAXHEIGHT * abs( cos( t ) );
vec2 offset = grid + sphereOffset;
center = vec3( offset.x, y, offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE );
}
void getSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) {
vec2 offset = grid + sphereOffset;
center = vec3( offset.x, 0., offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE );
}
vec3 getSphereColor( vec2 grid ) {
return normalize( hash3( grid+vec2(43.12*grid.y,12.23*grid.x) ) );
}
vec3 trace(vec3 ro, vec3 rd, out vec3 intersection, out vec3 normal, out float dist, out int material) {
material = 0; // sky
dist = MAXDISTANCE;
float distcheck;
vec3 sphereCenter, col, normalcheck;
if( intersectPlane( ro, rd, 0., distcheck) && distcheck < MAXDISTANCE ) {
dist = distcheck;
material = 1;
normal = vec3( 0., 1., 0. );
col = vec3( 1. );
} else {
col = vec3( 0. );
}
// trace grid
vec2 map = floor( ro.xz / GRIDSIZE ) * GRIDSIZE;
float deltaDistX = GRIDSIZE*sqrt(1. + (rd.z * rd.z) / (rd.x * rd.x));
float deltaDistY = GRIDSIZE*sqrt(1. + (rd.x * rd.x) / (rd.z * rd.z));
float stepX, stepY, sideDistX, sideDistY;
//calculate step and initial sideDist
if (rd.x < 0.) {
stepX = -GRIDSIZE;
sideDistX = (ro.x - map.x) * deltaDistX / GRIDSIZE;
} else {
stepX = GRIDSIZE;
sideDistX = (map.x + GRIDSIZE - ro.x) * deltaDistX / GRIDSIZE;
}
if (rd.z < 0.) {
stepY = -GRIDSIZE;
sideDistY = (ro.z - map.y) * deltaDistY / GRIDSIZE;
} else {
stepY = GRIDSIZE;
sideDistY = (map.y + GRIDSIZE - ro.z) * deltaDistY / GRIDSIZE;
}
bool hit = false;
for( int i=0; i<RAYCASTSTEPS; i++ ) {
if( hit || distance( ro.xz, map ) > dist+GRIDSIZE ) continue;
vec2 offset;
getSphereOffset( map, offset );
getMovingSpherePosition( map, -offset, sphereCenter );
if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) {
dist = distcheck;
normal = normalcheck;
material = 2;
hit = true;
}
getSpherePosition( map, offset, sphereCenter );
if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) {
dist = distcheck;
normal = normalcheck;
col = vec3( 2. );
material = 3;
hit = true;
}
if (sideDistX < sideDistY) {
sideDistX += deltaDistX;
map.x += stepX;
} else {
sideDistY += deltaDistY;
map.y += stepY;
}
}
vec3 color = vec3( 0. );
if( (hit || material == 1) ) {
intersection = ro + rd*dist;
vec2 map = intersection.xz - mod( intersection.xz, vec2(GRIDSIZE,GRIDSIZE) );
if( material == 1 || material == 3 ) {
// lightning
vec3 c = vec3( -GRIDSIZE,0., GRIDSIZE );
for( int x=0; x<3; x++ ) {
for( int y=0; y<3; y++ ) {
vec2 mapoffset = map+vec2( c[x], c[y] );
vec2 offset;
getSphereOffset( mapoffset, offset );
vec3 lcolor = getSphereColor( mapoffset );
vec3 lpos;
getMovingSpherePosition( mapoffset, -offset, lpos );
float shadow = 1.;
#ifdef SHADOW
if( material == 1 ) {
for( int sx=0; sx<3; sx++ ) {
for( int sy=0; sy<3; sy++ ) {
if( shadow < 1. ) continue;
vec2 smapoffset = map+vec2( c[sx], c[sy] );
vec2 soffset;
getSphereOffset( smapoffset, soffset );
vec3 slpos, sn;
getSpherePosition( smapoffset, soffset, slpos );
float sd;
if( intersectUnitSphere( intersection, normalize( lpos - intersection ), slpos, sd, sn ) ) {
shadow = 0.;
}
}
}
}
#endif
color += col * lcolor * ( shadow * max( dot( normalize(lpos-intersection), normal ), 0.) *
(1. - clamp( distance( lpos, intersection )/GRIDSIZE, 0., 1.) ) );
}
}
} else {
// emitter
color = (1.5+dot(normal, vec3( 0.5, 0.5, -0.5) )) *getSphereColor( map );
}
}
return color;
}
// left
float w = 1.0;
float h = 1.0;
float scaleFactor = 1.0;
vec2 leftLensCenter = vec2( LENSDISTANCE, 0. );
vec2 rightLensCenter = vec2( -LENSDISTANCE, 0. );
vec2 Scale;
vec2 ScaleIn = vec2( 1., 1.);
vec4 HmdWarpParam = vec4(1., 0.22, 0.24, 0);
vec2 HmdWarp(vec2 in01, vec2 lensCenter) {
vec2 theta = (in01-lensCenter) * ScaleIn; // Scales to [-1, 1]
float rSq = dot(theta, theta);
vec2 rvector = theta *
(HmdWarpParam.x + HmdWarpParam.y * rSq +
HmdWarpParam.z * rSq * rSq +
HmdWarpParam.w * rSq * rSq * rSq);
return lensCenter + Scale * rvector;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
Scale = 0.65*vec2( 1., iResolution.x/iResolution.y );
time = iGlobalTime;
vec2 q = fragCoord.xy/iResolution.xy;
vec2 p = 2.0*q;
p.x *= 2.;
bool lefteye = true;
if( p.x > 2. ) {
p.x -= 2.;
lefteye = false;
}
p -= vec2(1.);
p = HmdWarp( p, lefteye?leftLensCenter:rightLensCenter );
p.x *= iResolution.x/iResolution.y;
// camera
vec3 ce = vec3( cos( 0.232*time) * 10., 7.+3.*cos(0.3*time), GRIDSIZE*(time/SPEED) );
vec3 ro = ce;
vec3 ta = ro + vec3( -sin( 0.232*time) * 10., -2.0+cos(0.23*time), 10.0 );
float roll = -0.15*sin(0.5*time);
// camera tx
vec3 cw = normalize( ta-ro );
vec3 cp = vec3( sin(roll), cos(roll),0.0 );
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
vec3 go = vec3( 0.0 );
go.x = (lefteye?-0.5*EYEDISTANCE:0.5*EYEDISTANCE);
ro += go.x*cu + go.y*cv;
// create offset voor left or right eye
vec3 er = normalize( vec3( p.xy, FOV ) );
vec3 rd = er.x*cu + er.y*cv + er.z*cw;
// raytrace
int material;
vec3 normal, intersection;
float dist;
vec3 col = trace(ro, rd, intersection, normal, dist, material);
#ifdef REFLECTION
if( material > 0 ) {
vec3 ro = intersection + EPSILON*normal;
rd = reflect( rd, normal );
col += 0.05 * trace(ro, rd, intersection, normal, dist, material);
}
#endif
col = pow( col, vec3(EXPOSURE, EXPOSURE, EXPOSURE) );
col = clamp(col, 0.0, 1.0);
fragColor = vec4( col,1.0);
}