// noise3.jpg // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // Volumetric clouds. It performs level of detail (LOD) for faster rendering float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); #if 1 vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0. ).yx; #else ivec3 q = ivec3(p); ivec2 uv = q.xy + ivec2(37,17)*q.z; vec2 rg = mix( mix( texelFetch( iChannel0, (uv )&255, 0 ), texelFetch( iChannel0, (uv+ivec2(1,0))&255, 0 ), f.x ), mix( texelFetch( iChannel0, (uv+ivec2(0,1))&255, 0 ), texelFetch( iChannel0, (uv+ivec2(1,1))&255, 0 ), f.x ), f.y ).yx; #endif return -1.0+2.0*mix( rg.x, rg.y, f.z ); } float map5( in vec3 p ) { vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; float f; f = 0.50000*noise( q ); q = q*2.02; f += 0.25000*noise( q ); q = q*2.03; f += 0.12500*noise( q ); q = q*2.01; f += 0.06250*noise( q ); q = q*2.02; f += 0.03125*noise( q ); return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); } float map4( in vec3 p ) { vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; float f; f = 0.50000*noise( q ); q = q*2.02; f += 0.25000*noise( q ); q = q*2.03; f += 0.12500*noise( q ); q = q*2.01; f += 0.06250*noise( q ); return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); } float map3( in vec3 p ) { vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; float f; f = 0.50000*noise( q ); q = q*2.02; f += 0.25000*noise( q ); q = q*2.03; f += 0.12500*noise( q ); return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); } float map2( in vec3 p ) { vec3 q = p - vec3(0.0,0.1,1.0)*iGlobalTime; float f; f = 0.50000*noise( q ); q = q*2.02; f += 0.25000*noise( q );; return clamp( 1.5 - p.y - 2.0 + 1.75*f, 0.0, 1.0 ); } vec3 sundir = normalize( vec3(-1.0,0.0,-1.0) ); vec4 integrate( in vec4 sum, in float dif, in float den, in vec3 bgcol, in float t ) { // lighting vec3 lin = vec3(0.65,0.7,0.75)*1.4 + vec3(1.0, 0.6, 0.3)*dif; vec4 col = vec4( mix( vec3(1.0,0.95,0.8), vec3(0.25,0.3,0.35), den ), den ); col.xyz *= lin; col.xyz = mix( col.xyz, bgcol, 1.0-exp(-0.003*t*t) ); // front to back blending col.a *= 0.4; col.rgb *= col.a; return sum + col*(1.0-sum.a); } #define MARCH(STEPS,MAPLOD) for(int i=0; i2.0 || sum.a > 0.99 ) break; float den = MAPLOD( pos ); if( den>0.01 ) { float dif = clamp((den - MAPLOD(pos+0.3*sundir))/0.6, 0.0, 1.0 ); sum = integrate( sum, dif, den, bgcol, t ); } t += max(0.05,0.02*t); } vec4 raymarch( in vec3 ro, in vec3 rd, in vec3 bgcol, in ivec2 px ) { vec4 sum = vec4(0.0); float t = 0.05*texelFetch( iChannel0, px&255, 0 ).x; MARCH(30,map5); MARCH(30,map4); MARCH(30,map3); MARCH(30,map2); return clamp( sum, 0.0, 1.0 ); } mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) { vec3 cw = normalize(ta-ro); vec3 cp = vec3(sin(cr), cos(cr),0.0); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = normalize( cross(cu,cw) ); return mat3( cu, cv, cw ); } vec4 render( in vec3 ro, in vec3 rd, in ivec2 px ) { // background sky float sun = clamp( dot(sundir,rd), 0.0, 1.0 ); vec3 col = vec3(0.6,0.71,0.75) - rd.y*0.2*vec3(1.0,0.5,1.0) + 0.15*0.5; col += 0.2*vec3(1.0,.6,0.1)*pow( sun, 8.0 ); // clouds vec4 res = raymarch( ro, rd, col, px ); col = col*(1.0-res.w) + res.xyz; // sun glare col += 0.2*vec3(1.0,0.4,0.2)*pow( sun, 3.0 ); return vec4( col, 1.0 ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 p = (-iResolution.xy + 2.0*fragCoord.xy)/ iResolution.y; vec2 m = iMouse.xy/iResolution.xy; // camera vec3 ro = 4.0*normalize(vec3(sin(3.0*m.x), 0.4*m.y, cos(3.0*m.x))); vec3 ta = vec3(0.0, -1.0, 0.0); mat3 ca = setCamera( ro, ta, 0.0 ); // ray vec3 rd = ca * normalize( vec3(p.xy,1.5)); fragColor = render( ro, rd, ivec2(fragCoord-0.5) ); } void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir ) { fragColor = render( fragRayOri, fragRayDir, ivec2(fragCoord-0.5) ); }