v4k-git-backup/demos/art/shadertoys/XsK3RR.fs

162 lines
3.0 KiB
GLSL

#define NUM_LIGHTS 6
#define WALL_COLOR vec3(1.0, 0.5, 0.1)
#define FLOOR_COLOR vec3(0.4, 0.4, 0.4)
#define AMBIENT_LIGHT vec3(0.1, 0.1, 0.1)
//#define SHOW_SHADOWMAP
#define INF 1e8
#define EPS 1e-3
float tau = atan(1.0)*8.0;
//Globals
vec2 res = vec2(0); //Y-Normalized resolution
vec2 mouse = vec2(0); //Mouse coords (form center)
float psz = 0.0; //Pixel size
vec2 hpo = vec2(0); //Half pixel offset
// Shapes
float sdCircle(float r, vec2 uv)
{
return length(uv) - r;
}
float sdRing(float ir, float or, vec2 uv)
{
return abs(length(uv) - (ir+or)/2.0) - (or - ir);
}
float sdBox(float s, vec2 uv)
{
return max(abs(uv.x), abs(uv.y)) - s;
}
float sdRect(vec2 s, vec2 uv)
{
uv = abs(uv) - s;
return max(uv.x, uv.y);
}
float sdPlane(vec2 dir, vec2 uv)
{
return dot(normalize(dir), uv);
}
// Operations
float opU(float a, float b)
{
return min(a, b);
}
float opI(float a, float b)
{
return max(a, b);
}
float opS(float a, float b)
{
return max(-a, b);
}
//Domain modifiers
mat2 Rotate(float a)
{
return mat2(cos(a), sin(a),-sin(a), cos(a));
}
vec2 Rep1(vec2 uv, float r)
{
uv.x = mod(uv.x, r) - r/2.0;
return uv;
}
vec2 Rep2(vec2 uv, vec2 r)
{
return mod(uv, r) - r/2.0;
}
// Scene function (must be changed in both tabs)
float Scene(vec2 uv)
{
float d = -sdRect(res/2.0 - 0.05, uv);
vec2 rp = Rep2(uv, vec2(0.2));
d = opU(sdCircle(0.02, rp), d);
rp = Rep1(uv, 0.2);
d = opU(sdRect(vec2(0.005,0.1), rp), d);
d = opS(sdBox(0.2, uv), d);
d = opU(sdRing(0.08, 0.09, uv), d);
d = opS(sdRect(vec2(0.11,0.03), uv * Rotate(iGlobalTime)), d);
return d;
}
vec2 LightOrigin(int id)
{
return texture(iChannel0,vec2(0, float(id))/iResolution.xy + hpo).yz;
}
vec3 LightColor(int id)
{
return texture(iChannel0,vec2(1, float(id))/iResolution.xy + hpo).yzw;
}
float SampleShadow(int id, vec2 uv)
{
float a = atan(uv.y, uv.x)/tau + 0.5;
float r = length(uv);
float idn = float(id)/iResolution.y;
float s = texture(iChannel0, vec2(a, idn) + hpo).x;
return 1.0-smoothstep(s, s+0.02, length(uv));
}
//Reads lights from light buffer and combines them.
vec3 MixLights(vec2 uv)
{
vec3 b = AMBIENT_LIGHT;
for(int i = 0;i < NUM_LIGHTS;i++)
{
vec2 o = LightOrigin(i);
vec3 c = LightColor(i);
float l = 0.01 / pow(length(vec3(uv - o, 0.1)), 2.0);
l *= SampleShadow(i, uv-o);
b += c * l;
}
return b;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
hpo = 0.5 / iResolution.xy;
res = iResolution.xy / iResolution.y;
psz = 1.0 / iResolution.y;
vec2 uv = fragCoord.xy / iResolution.y - res/2.0;
mouse = iMouse.xy / iResolution.y - res/2.0;
vec3 col = vec3(0);
float d = Scene(uv);
col = mix(FLOOR_COLOR, WALL_COLOR, smoothstep(psz, 0.0, d));
col *= MixLights(uv);
#ifdef SHOW_SHADOWMAP
col = texture(iChannel0, fragCoord/iResolution.xy).rgb;
#endif
fragColor = vec4(col, 1.0);
}