v4k-git-backup/demos/art/shadertoys/4ts3z2.fs

253 lines
6.8 KiB
GLSL

//Xyptonjtroz by nimitz (twitter: @stormoid)
//Audio by Dave_Hoskins
#define ITR 100
#define FAR 30.
#define time iGlobalTime
/*
Believable animated volumetric dust storm in 7 samples,
blending each layer in based on geometry distance allows to
render it without visible seams. 3d Triangle noise is
used for the dust volume.
Also included is procedural bump mapping and glow based on
curvature*fresnel. (see: https://www.shadertoy.com/view/Xts3WM)
Further explanation of the dust generation (per Dave's request):
The basic idea is to have layers of gradient shaded volumetric
animated noise. The problem is when geometry is intersected
before the ray reaches the far plane. A way to smoothly blend
the low sampled noise is needed. So I am blending (smoothstep)
each dust layer based on current ray distance and the solid
interesction distance. I am also scaling the noise taps as a
function of the current distance so that the distant dust doesn't
appear too noisy and as a function of current height to get some
"ground hugging" effect.
*/
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
float height(in vec2 p)
{
p *= 0.2;
return sin(p.y)*0.4 + sin(p.x)*0.4;
}
//smooth min form iq
float smin( float a, float b)
{
const float k = 0.7;
float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
//form Dave
vec2 hash22(vec2 p)
{
p = fract(p * vec2(5.3983, 5.4427));
p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
return fract(vec2(p.x * p.y * 95.4337, p.x * p.y * 97.597));
}
float vine(vec3 p, in float c, in float h)
{
p.y += sin(p.z*0.2625)*2.5;
p.x += cos(p.z*0.1575)*3.;
vec2 q = vec2(mod(p.x, c)-c/2., p.y);
return length(q) - h -sin(p.z*2.+sin(p.x*7.)*0.5+time*0.5)*0.13;
}
float map(vec3 p)
{
p.y += height(p.zx);
vec3 bp = p;
vec2 hs = hash22(floor(p.zx/4.));
p.zx = mod(p.zx,4.)-2.;
float d = p.y+0.5;
p.y -= hs.x*0.4-0.15;
p.zx += hs*1.3;
d = smin(d, length(p)-hs.x*0.4);
d = smin(d, vine(bp+vec3(1.8,0.,0),15.,.8) );
d = smin(d, vine(bp.zyx+vec3(0.,0,17.),20.,0.75) );
return d*1.1;
}
float march(in vec3 ro, in vec3 rd)
{
float precis = 0.002;
float h=precis*2.0;
float d = 0.;
for( int i=0; i<ITR; i++ )
{
if( abs(h)<precis || d>FAR ) break;
d += h;
float res = map(ro+rd*d);
h = res;
}
return d;
}
float tri(in float x){return abs(fract(x)-.5);}
vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
mat2 m2 = mat2(0.970, 0.242, -0.242, 0.970);
float triNoise3d(in vec3 p, in float spd)
{
float z=1.4;
float rz = 0.;
vec3 bp = p;
for (float i=0.; i<=3.; i++ )
{
vec3 dg = tri3(bp*2.);
p += (dg+time*spd);
bp *= 1.8;
z *= 1.5;
p *= 1.2;
//p.xz*= m2;
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
bp += 0.14;
}
return rz;
}
float fogmap(in vec3 p, in float d)
{
p.x += time*1.5;
p.z += sin(p.x*.5);
return triNoise3d(p*2.2/(d+20.),0.2)*(1.-smoothstep(0.,.7,p.y));
}
vec3 fog(in vec3 col, in vec3 ro, in vec3 rd, in float mt)
{
float d = .5;
for(int i=0; i<7; i++)
{
vec3 pos = ro + rd*d;
float rz = fogmap(pos, d);
float grd = clamp((rz - fogmap(pos+.8-float(i)*0.1,d))*3., 0.1, 1. );
vec3 col2 = (vec3(.1,0.8,.5)*.5 + .5*vec3(.5, .8, 1.)*(1.7-grd))*0.55;
col = mix(col,col2,clamp(rz*smoothstep(d-0.4,d+2.+d*.75,mt),0.,1.) );
d *= 1.5+0.3;
if (d>mt)break;
}
return col;
}
vec3 normal(in vec3 p)
{
vec2 e = vec2(-1., 1.)*0.005;
return normalize(e.yxx*map(p + e.yxx) + e.xxy*map(p + e.xxy) +
e.xyx*map(p + e.xyx) + e.yyy*map(p + e.yyy) );
}
float bnoise(in vec3 p)
{
float n = sin(triNoise3d(p*.3,0.0)*11.)*0.6+0.4;
n += sin(triNoise3d(p*1.,0.05)*40.)*0.1+0.9;
return (n*n)*0.003;
}
vec3 bump(in vec3 p, in vec3 n, in float ds)
{
vec2 e = vec2(.005,0);
float n0 = bnoise(p);
vec3 d = vec3(bnoise(p+e.xyy)-n0, bnoise(p+e.yxy)-n0, bnoise(p+e.yyx)-n0)/e.x;
n = normalize(n-d*2.5/sqrt(ds));
return n;
}
float shadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
float res = 1.0;
float t = mint;
for( int i=0; i<10; i++ )
{
float h = map(ro + rd*t);
res = min( res, 4.*h/t );
t += clamp( h, 0.05, .5 );
if(h<0.001 || t>tmax) break;
}
return clamp( res, 0.0, 1.0 );
}
float curv(in vec3 p, in float w)
{
vec2 e = vec2(-1., 1.)*w;
float t1 = map(p + e.yxx), t2 = map(p + e.xxy);
float t3 = map(p + e.xyx), t4 = map(p + e.yyy);
return .125/(e.x*e.x) *(t1 + t2 + t3 + t4 - 4. * map(p));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = fragCoord.xy/iResolution.xy-0.5;
vec2 q = fragCoord.xy/iResolution.xy;
p.x*=iResolution.x/iResolution.y;
vec2 mo = iMouse.xy / iResolution.xy-.5;
mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.07):mo;
mo.x *= iResolution.x/iResolution.y;
vec3 ro = vec3(smoothstep(0.,1.,tri(time*.45)*2.)*0.1, smoothstep(0.,1.,tri(time*0.9)*2.)*0.07, -time*0.6);
ro.y -= height(ro.zx)+0.05;
mo.x += smoothstep(0.6,1.,sin(time*.6)*0.5+0.5)-1.5;
vec3 eyedir = normalize(vec3(cos(mo.x),mo.y*2.-0.2+sin(time*0.45*1.57)*0.1,sin(mo.x)));
vec3 rightdir = normalize(vec3(cos(mo.x+1.5708),0.,sin(mo.x+1.5708)));
vec3 updir = normalize(cross(rightdir,eyedir));
vec3 rd=normalize((p.x*rightdir+p.y*updir)*1.+eyedir);
vec3 ligt = normalize( vec3(.5, .05, -.2) );
vec3 ligt2 = normalize( vec3(.5, -.1, -.2) );
float rz = march(ro,rd);
vec3 fogb = mix(vec3(.7,.8,.8 )*0.3, vec3(1.,1.,.77)*.95, pow(dot(rd,ligt2)+1.2, 2.5)*.25);
fogb *= clamp(rd.y*.5+.6, 0., 1.);
vec3 col = fogb;
if ( rz < FAR )
{
vec3 pos = ro+rz*rd;
vec3 nor= normal( pos );
float d = distance(pos,ro);
nor = bump(pos,nor,d);
float crv = clamp(curv(pos, .4),.0,10.);
float shd = shadow(pos,ligt,0.1,3.);
float dif = clamp( dot( nor, ligt ), 0.0, 1.0 )*shd;
float spe = pow(clamp( dot( reflect(rd,nor), ligt ), 0.0, 1.0 ),50.)*shd;
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 1.5 );
vec3 brdf = vec3(0.10,0.11,0.13);
brdf += 1.5*dif*vec3(1.00,0.90,0.7);
col = mix(vec3(0.1,0.2,1),vec3(.3,.5,1),pos.y*.5)*0.2+.1;
col *= (sin(bnoise(pos)*900.)*0.2+0.8);
col = col*brdf + col*spe*.5 + fre*vec3(.7,1.,0.2)*.3*crv;
}
//ordinary distance fog first
col = mix(col, fogb, smoothstep(FAR-7.,FAR,rz));
//then volumetric fog
col = fog(col, ro, rd, rz);
//post
col = pow(col,vec3(0.8));
col *= 1.-smoothstep(0.1,2.,length(p));
fragColor = vec4( col, 1.0 );
}