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

424 lines
9.8 KiB
GLSL

// 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);
}