// noise3.jpg, // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. const float tau = 6.28318530717958647692; // Gamma correction #define GAMMA (2.2) vec3 ToLinear( in vec3 col ) { // simulate a monitor, converting colour values into light values return pow( col, vec3(GAMMA) ); } vec3 ToGamma( in vec3 col ) { // convert back into colour values, so the correct light will come out of the monitor return pow( col, vec3(1.0/GAMMA) ); } vec3 localRay; // Set up a camera looking at the scene. // origin - camera is positioned relative to, and looking at, this point // distance - how far camera is from origin // rotation - about x & y axes, by left-hand screw rule, relative to camera looking along +z // zoom - the relative length of the lens void CamPolar( out vec3 pos, out vec3 ray, in vec3 origin, in vec2 rotation, in float distance, in float zoom, in vec2 fragCoord ) { // get rotation coefficients vec2 c = vec2(cos(rotation.x),cos(rotation.y)); vec4 s; s.xy = vec2(sin(rotation.x),sin(rotation.y)); // worth testing if this is faster as sin or sqrt(1.0-cos); s.zw = -s.xy; // ray in view space ray.xy = fragCoord.xy - iResolution.xy*.5; ray.z = iResolution.y*zoom; ray = normalize(ray); localRay = ray; // rotate ray ray.yz = ray.yz*c.xx + ray.zy*s.zx; ray.xz = ray.xz*c.yy + ray.zx*s.yw; // position camera pos = origin - distance*vec3(c.x*s.y,s.z,c.x*c.y); } // Noise functions, distinguished by variable types vec2 Noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); // vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z); vec4 rg = textureLod( iChannel0, (uv+f.xy+0.5)/256.0, 0.0 ); return mix( rg.yw, rg.xz, f.z ); } vec2 NoisePrecise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); // vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z); vec4 rg = mix( mix( textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ), textureLod( iChannel0, (uv+vec2(1,0)+0.5)/256.0, 0.0 ), f.x ), mix( textureLod( iChannel0, (uv+vec2(0,1)+0.5)/256.0, 0.0 ), textureLod( iChannel0, (uv+1.5)/256.0, 0.0 ), f.x ), f.y ); return mix( rg.yw, rg.xz, f.z ); } vec4 Noise( in vec2 x ) { vec2 p = floor(x.xy); vec2 f = fract(x.xy); f = f*f*(3.0-2.0*f); // vec3 f2 = f*f; f = f*f2*(10.0-15.0*f+6.0*f2); vec2 uv = p.xy + f.xy; return textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ); } vec4 Noise( in ivec2 x ) { return textureLod( iChannel0, (vec2(x)+0.5)/256.0, 0.0 ); } vec2 Noise( in ivec3 x ) { vec2 uv = vec2(x.xy)+vec2(37.0,17.0)*float(x.z); return textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ).xz; } float Waves( vec3 pos ) { pos *= .2*vec3(1,1,1); const int octaves = 5; float f = 0.0; // need to do the octaves from large to small, otherwise things don't line up // (because I rotate by 45 degrees on each octave) pos += iGlobalTime*vec3(0,.1,.1); for ( int i=0; i < octaves; i++ ) { pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); f = f*2.0+abs(Noise(pos).x-.5)*2.0; pos *= 2.0; } f /= exp2(float(octaves)); return (.5-f)*1.0; } float WavesDetail( vec3 pos ) { pos *= .2*vec3(1,1,1); const int octaves = 8; float f = 0.0; // need to do the octaves from large to small, otherwise things don't line up // (because I rotate by 45 degrees on each octave) pos += iGlobalTime*vec3(0,.1,.1); for ( int i=0; i < octaves; i++ ) { pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); f = f*2.0+abs(NoisePrecise(pos).x-.5)*2.0; pos *= 2.0; } f /= exp2(float(octaves)); return (.5-f)*1.0; } float WavesSmooth( vec3 pos ) { pos *= .2*vec3(1,1,1); const int octaves = 2; float f = 0.0; // need to do the octaves from large to small, otherwise things don't line up // (because I rotate by 45 degrees on each octave) pos += iGlobalTime*vec3(0,.1,.1); for ( int i=0; i < octaves; i++ ) { pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); //f = f*2.0+abs(Noise(pos).x-.5)*2.0; f = f*2.0+sqrt(pow(NoisePrecise(pos).x-.5,2.0)+.01)*2.0; pos *= 2.0; } f /= exp2(float(octaves)); return (.5-f)*1.0; } float WaveCrests( vec3 ipos, in vec2 fragCoord ) { vec3 pos = ipos; pos *= .2*vec3(1,1,1); const int octaves1 = 6; const int octaves2 = 16; float f = 0.0; // need to do the octaves from large to small, otherwise things don't line up // (because I rotate by 45 degrees on each octave) pos += iGlobalTime*vec3(0,.1,.1); vec3 pos2 = pos; for ( int i=0; i < octaves1; i++ ) { pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); f = f*1.5+abs(Noise(pos).x-.5)*2.0; pos *= 2.0; } pos = pos2 * exp2(float(octaves1)); pos.y = -.05*iGlobalTime; for ( int i=octaves1; i < octaves2; i++ ) { pos = (pos.yzx + pos.zyx*vec3(1,-1,1))/sqrt(2.0); f = f*1.5+pow(abs(Noise(pos).x-.5)*2.0,1.0); pos *= 2.0; } f /= 1500.0; f -= Noise(ivec2(fragCoord.xy)).x*.01; return pow(smoothstep(.4,-.1,f),6.0); } vec3 Sky( vec3 ray ) { return vec3(.4,.45,.5); } vec3 boatRight, boatUp, boatForward; vec3 boatPosition; void ComputeBoatTransform( void ) { vec3 samples[5]; samples[0] = vec3(0,0, 0); samples[1] = vec3(0,0, .5); samples[2] = vec3(0,0,-.5); samples[3] = vec3( .5,0,0); samples[4] = vec3(-.5,0,0); samples[0].y = WavesSmooth(samples[0]); samples[1].y = WavesSmooth(samples[1]); samples[2].y = WavesSmooth(samples[2]); samples[3].y = WavesSmooth(samples[3]); samples[4].y = WavesSmooth(samples[4]); boatPosition = (samples[0]+samples[1]+samples[2]+samples[3]+samples[4])/5.0; boatRight = samples[3]-samples[4]; boatForward = samples[1]-samples[2]; boatUp = normalize(cross(boatForward,boatRight)); boatRight = normalize(cross(boatUp,boatForward)); boatForward = normalize(boatForward); boatPosition += .0*boatUp; } vec3 BoatToWorld( vec3 dir ) { return dir.x*boatRight+dir.x*boatUp+dir.x*boatForward; } vec3 WorldToBoat( vec3 dir ) { return vec3( dot(dir,boatRight), dot(dir,boatUp), dot(dir,boatForward) ); } float TraceBoat( vec3 pos, vec3 ray ) { vec3 c = boatPosition; float r = 1.0; c -= pos; float t = dot(c,ray); float p = length(c-t*ray); if ( p > r ) return 0.0; return t-sqrt(r*r-p*p); } vec3 ShadeBoat( vec3 pos, vec3 ray ) { pos -= boatPosition; vec3 norm = normalize(pos); pos = WorldToBoat(pos); vec3 lightDir = normalize(vec3(-2,3,1)); float ndotl = dot(norm,lightDir); // allow some light bleed, as if it's subsurface scattering through plastic vec3 light = smoothstep(-.1,1.0,ndotl)*vec3(1.0,.9,.8)+vec3(.06,.1,.1); // anti-alias the albedo float aa = 4.0/iResolution.x; //vec3 albedo = ((fract(pos.x)-.5)*(fract(pos.y)-.5)*(fract(pos.z)-.5) < 0.0) ? vec3(0) : vec3(1); vec3 albedo = vec3(1,.01,0); albedo = mix( vec3(.04), albedo, smoothstep( .25-aa, .25, abs(pos.y) ) ); albedo = mix( mix( vec3(1), vec3(.04), smoothstep(-aa*4.0,aa*4.0,cos(atan(pos.x,pos.z)*6.0)) ), albedo, smoothstep( .2-aa*1.5, .2, abs(pos.y) ) ); albedo = mix( vec3(.04), albedo, smoothstep( .05-aa*1.0, .05, abs(abs(pos.y)-.6) ) ); albedo = mix( vec3(1,.8,.08), albedo, smoothstep( .05-aa*1.0, .05, abs(abs(pos.y)-.65) ) ); vec3 col = albedo*light; // specular vec3 h = normalize(lightDir-ray); float s = pow(max(0.0,dot(norm,h)),100.0)*100.0/32.0; vec3 specular = s*vec3(1,1,1); vec3 rr = reflect(ray,norm); specular += mix( vec3(0,.04,.04), Sky(rr), smoothstep( -.1, .1, rr.y ) ); float ndotr = dot(norm,ray); float fresnel = pow(1.0-abs(ndotr),5.0); fresnel = mix( .001, 1.0, fresnel ); col = mix( col, specular, fresnel ); return col; } float OceanDistanceField( vec3 pos ) { return pos.y - Waves(pos); } float OceanDistanceFieldDetail( vec3 pos ) { return pos.y - WavesDetail(pos); } vec3 OceanNormal( vec3 pos ) { vec3 norm; vec2 d = vec2(.01*length(pos),0); norm.x = OceanDistanceFieldDetail( pos+d.xyy )-OceanDistanceFieldDetail( pos-d.xyy ); norm.y = OceanDistanceFieldDetail( pos+d.yxy )-OceanDistanceFieldDetail( pos-d.yxy ); norm.z = OceanDistanceFieldDetail( pos+d.yyx )-OceanDistanceFieldDetail( pos-d.yyx ); return normalize(norm); } float TraceOcean( vec3 pos, vec3 ray ) { float h = 1.0; float t = 0.0; for ( int i=0; i < 100; i++ ) { if ( h < .01 || t > 100.0 ) break; h = OceanDistanceField( pos+t*ray ); t += h; } if ( h > .1 ) return 0.0; return t; } vec3 ShadeOcean( vec3 pos, vec3 ray, in vec2 fragCoord ) { vec3 norm = OceanNormal(pos); float ndotr = dot(ray,norm); float fresnel = pow(1.0-abs(ndotr),5.0); vec3 reflectedRay = ray-2.0*norm*ndotr; vec3 refractedRay = ray+(-cos(1.33*acos(-ndotr))-ndotr)*norm; refractedRay = normalize(refractedRay); const float crackFudge = .0; // reflection vec3 reflection = Sky(reflectedRay); float t=TraceBoat( pos-crackFudge*reflectedRay, reflectedRay ); if ( t > 0.0 ) { reflection = ShadeBoat( pos+(t-crackFudge)*reflectedRay, reflectedRay ); } // refraction t=TraceBoat( pos-crackFudge*refractedRay, refractedRay ); vec3 col = vec3(0,.04,.04); // under-sea colour if ( t > 0.0 ) { col = mix( col, ShadeBoat( pos+(t-crackFudge)*refractedRay, refractedRay ), exp(-t) ); } col = mix( col, reflection, fresnel ); // foam col = mix( col, vec3(1), WaveCrests(pos,fragCoord) ); return col; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { ComputeBoatTransform(); vec2 camRot = vec2(.5,.5)+vec2(-.35,4.5)*(iMouse.yx/iResolution.yx); vec3 pos, ray; CamPolar( pos, ray, vec3(0), camRot, 3.0, 1.0, fragCoord ); float to = TraceOcean( pos, ray ); float tb = TraceBoat( pos, ray ); vec3 result; if ( to > 0.0 && ( to < tb || tb == 0.0 ) ) result = ShadeOcean( pos+ray*to, ray, fragCoord ); else if ( tb > 0.0 ) result = ShadeBoat( pos+ray*tb, ray ); else result = Sky( ray ); // vignette effect result *= 1.1*smoothstep( .35, 1.0, localRay.z ); fragColor = vec4(ToGamma(result),1.0); }