v4k-git-backup/demos/art/shadertoys/Xl2XRW.fs

954 lines
26 KiB
GLSL

// river.jpg
// Where the River Goes
// @P_Malin
// What started as a hacked flow and advection experiment turned into something nice.
// Placeholder audio https://www.youtube.com/watch?v=gmar4gh5nIw suggested by @qthund on twitter
//#define ENABLE_ULTRA_QUALITY
#define ENABLE_WATER
#define ENABLE_FOAM
#define ENABLE_WATER_RECEIVE_SHADOW
#define ENABLE_CONE_STEPPING
// Textureless version
//#define ENABLE_NIMITZ_TRIANGLE_NOISE
//#define ENABLE_LANDSCAPE_RECEIVE_SHADOW
//#define ENABLE_SCREENSHOT_MODE
const float k_screenshotTime = 13.0;
#if defined(ENABLE_SCREENSHOT_MODE) || defined(ENABLE_ULTRA_QUALITY)
#define ENABLE_SUPERSAMPLE_MODE
#endif
#ifndef ENABLE_SCREENSHOT_MODE
#ifdef ENABLE_ULTRA_QUALITY
const int k_raymarchSteps = 96;
const int k_fmbSteps = 6;
const int k_superSampleCount = 6;
#else
const int k_raymarchSteps = 64;
const int k_fmbSteps = 3;
#endif
#else
const int k_raymarchSteps = 96;
const int k_fmbSteps = 5;
const int k_superSampleCount = 10;
#endif
const int k_fmbWaterSteps = 4;
#define OBJ_ID_SKY 0.0
#define OBJ_ID_GROUND 1.0
float g_fTime;
const vec3 g_vSunDir = vec3( -1.0, 0.7, 0.25 );
vec3 GetSunDir() { return normalize( g_vSunDir ); }
const vec3 g_sunColour = vec3( 1.0, 0.85, 0.5 ) * 5.0;
const vec3 g_skyColour = vec3( 0.1, 0.5, 1.0 ) * 1.0;
const vec3 k_bgSkyColourUp = g_skyColour * 4.0;
const vec3 k_bgSkyColourDown = g_skyColour * 6.0;
const vec3 k_envFloorColor = vec3(0.3, 0.2, 0.2);
const vec3 k_vFogExt = vec3(0.01, 0.015, 0.015) * 3.0;
const vec3 k_vFogIn = vec3(1.0, 0.9, 0.8) * 0.015;
const float k_fFarClip = 20.0;
#define MOD2 vec2(4.438975,3.972973)
float Hash( float p )
{
// https://www.shadertoy.com/view/4djSRW - Dave Hoskins
vec2 p2 = fract(vec2(p) * MOD2);
p2 += dot(p2.yx, p2.xy+19.19);
return fract(p2.x * p2.y);
//return fract(sin(n)*43758.5453);
}
float SmoothNoise(in vec2 o)
{
vec2 p = floor(o);
vec2 f = fract(o);
float n = p.x + p.y*57.0;
float a = Hash(n+ 0.0);
float b = Hash(n+ 1.0);
float c = Hash(n+ 57.0);
float d = Hash(n+ 58.0);
vec2 f2 = f * f;
vec2 f3 = f2 * f;
vec2 t = 3.0 * f2 - 2.0 * f3;
float u = t.x;
float v = t.y;
float res = a + (b-a)*u +(c-a)*v + (a-b+d-c)*u*v;
return res;
}
float FBM( vec2 p, float ps ) {
float f = 0.0;
float tot = 0.0;
float a = 1.0;
for( int i=0; i<k_fmbSteps; i++)
{
f += SmoothNoise( p ) * a;
p *= 2.0;
tot += a;
a *= ps;
}
return f / tot;
}
float FBM_Simple( vec2 p, float ps ) {
float f = 0.0;
float tot = 0.0;
float a = 1.0;
for( int i=0; i<3; i++)
{
f += SmoothNoise( p ) * a;
p *= 2.0;
tot += a;
a *= ps;
}
return f / tot;
}
vec3 SmoothNoise_DXY(in vec2 o)
{
vec2 p = floor(o);
vec2 f = fract(o);
float n = p.x + p.y*57.0;
float a = Hash(n+ 0.0);
float b = Hash(n+ 1.0);
float c = Hash(n+ 57.0);
float d = Hash(n+ 58.0);
vec2 f2 = f * f;
vec2 f3 = f2 * f;
vec2 t = 3.0 * f2 - 2.0 * f3;
vec2 dt = 6.0 * f - 6.0 * f2;
float u = t.x;
float v = t.y;
float du = dt.x;
float dv = dt.y;
float res = a + (b-a)*u +(c-a)*v + (a-b+d-c)*u*v;
float dx = (b-a)*du + (a-b+d-c)*du*v;
float dy = (c-a)*dv + (a-b+d-c)*u*dv;
return vec3(dx, dy, res);
}
vec3 FBM_DXY( vec2 p, vec2 flow, float ps, float df ) {
vec3 f = vec3(0.0);
float tot = 0.0;
float a = 1.0;
//flow *= 0.6;
for( int i=0; i<k_fmbWaterSteps; i++)
{
p += flow;
flow *= -0.75; // modify flow for each octave - negating this is fun
vec3 v = SmoothNoise_DXY( p );
f += v * a;
p += v.xy * df;
p *= 2.0;
tot += a;
a *= ps;
}
return f / tot;
}
float GetRiverMeander( const float x )
{
return sin(x * 0.3) * 1.5;
}
float GetRiverMeanderDx( const float x )
{
return cos(x * 0.3) * 1.5 * 0.3;
}
float GetRiverBedOffset( const vec3 vPos )
{
float fRiverBedDepth = 0.3 + (0.5 + 0.5 * sin( vPos.x * 0.001 + 3.0)) * 0.4;
float fRiverBedWidth = 2.0 + cos( vPos.x * 0.1 ) * 1.0;;
float fRiverBedAmount = smoothstep( fRiverBedWidth, fRiverBedWidth * 0.5, abs(vPos.z - GetRiverMeander(vPos.x)) );
return fRiverBedAmount * fRiverBedDepth;
}
float GetTerrainHeight( const vec3 vPos )
{
float fbm = FBM( vPos.xz * vec2(0.5, 1.0), 0.5 );
float fTerrainHeight = fbm * fbm;
fTerrainHeight -= GetRiverBedOffset(vPos);
return fTerrainHeight;
}
float GetTerrainHeightSimple( const vec3 vPos )
{
float fbm = FBM_Simple( vPos.xz * vec2(0.5, 1.0), 0.5 );
float fTerrainHeight = fbm * fbm;
fTerrainHeight -= GetRiverBedOffset(vPos);
return fTerrainHeight;
}
float GetSceneDistance( const vec3 vPos )
{
return vPos.y - GetTerrainHeight( vPos );
}
float GetFlowDistance( const vec2 vPos )
{
return -GetTerrainHeightSimple( vec3( vPos.x, 0.0, vPos.y ) );
}
vec2 GetBaseFlow( const vec2 vPos )
{
return vec2( 1.0, GetRiverMeanderDx(vPos.x) );
}
vec2 GetGradient( const vec2 vPos )
{
vec2 vDelta = vec2(0.01, 0.00);
float dx = GetFlowDistance( vPos + vDelta.xy ) - GetFlowDistance( vPos - vDelta.xy );
float dy = GetFlowDistance( vPos + vDelta.yx ) - GetFlowDistance( vPos - vDelta.yx );
return vec2( dx, dy );
}
vec3 GetFlowRate( const vec2 vPos )
{
vec2 vBaseFlow = GetBaseFlow( vPos );
vec2 vFlow = vBaseFlow;
float fFoam = 0.0;
float fDepth = -GetTerrainHeightSimple( vec3(vPos.x, 0.0, vPos.y) );
float fDist = GetFlowDistance( vPos );
vec2 vGradient = GetGradient( vPos );
vFlow += -vGradient * 40.0 / (1.0 + fDist * 1.5);
vFlow *= 1.0 / (1.0 + fDist * 0.5);
#if 1
float fBehindObstacle = 0.5 - dot( normalize(vGradient), -normalize(vFlow)) * 0.5;
float fSlowDist = clamp( fDepth * 5.0, 0.0, 1.0);
fSlowDist = mix(fSlowDist * 0.9 + 0.1, 1.0, fBehindObstacle * 0.9);
//vFlow += vGradient * 10.0 * (1.0 - fSlowDist);
fSlowDist = 0.5 + fSlowDist * 0.5;
vFlow *= fSlowDist;
#endif
float fFoamScale1 =0.5;
float fFoamCutoff = 0.4;
float fFoamScale2 = 0.35;
fFoam = abs(length( vFlow )) * fFoamScale1;// - length( vBaseFlow ));
fFoam += clamp( fFoam - fFoamCutoff, 0.0, 1.0 );
//fFoam = fFoam* fFoam;
fFoam = 1.0 - pow( fDist, fFoam * fFoamScale2 );
//fFoam = fFoam / fDist;
return vec3( vFlow * 0.6, fFoam );
}
vec4 SampleWaterNormal( vec2 vUV, vec2 vFlowOffset, float fMag, float fFoam )
{
vec2 vFilterWidth = max(abs(dFdx(vUV)), abs(dFdy(vUV)));
float fFilterWidth= max(vFilterWidth.x, vFilterWidth.y);
float fScale = (1.0 / (1.0 + fFilterWidth * fFilterWidth * 2000.0));
float fGradientAscent = 0.25 + (fFoam * -1.5);
vec3 dxy = FBM_DXY(vUV * 20.0, vFlowOffset * 20.0, 0.75 + fFoam * 0.25, fGradientAscent);
fScale *= max(0.25, 1.0 - fFoam * 5.0); // flatten normal in foam
vec3 vBlended = mix( vec3(0.0, 1.0, 0.0), normalize( vec3(dxy.x, fMag, dxy.y) ), fScale );
return vec4( normalize( vBlended ), dxy.z * fScale );
}
float SampleWaterFoam( vec2 vUV, vec2 vFlowOffset, float fFoam )
{
float f = FBM_DXY(vUV * 30.0, vFlowOffset * 50.0, 0.8, -0.5 ).z;
float fAmount = 0.2;
f = max( 0.0, (f - fAmount) / fAmount );
return pow( 0.5, f );
}
vec4 SampleFlowingNormal( const vec2 vUV, const vec2 vFlowRate, const float fFoam, const float time, out float fOutFoamTex )
{
float fMag = 2.5 / (1.0 + dot( vFlowRate, vFlowRate ) * 5.0);
float t0 = fract( time );
float t1 = fract( time + 0.5 );
float o0 = t0 - 0.5;
float o1 = t1 - 0.5;
vec4 sample0 = SampleWaterNormal( vUV, vFlowRate * o0, fMag, fFoam );
vec4 sample1 = SampleWaterNormal( vUV, vFlowRate * o1, fMag, fFoam );
float weight = abs( t0 - 0.5 ) * 2.0;
//weight = smoothstep( 0.0, 1.0, weight );
float foam0 = SampleWaterFoam( vUV, vFlowRate * o0 * 0.25, fFoam );
float foam1 = SampleWaterFoam( vUV, vFlowRate * o1 * 0.25, fFoam );
vec4 result= mix( sample0, sample1, weight );
result.xyz = normalize(result.xyz);
fOutFoamTex = mix( foam0, foam1, weight );
return result;
}
vec2 GetWindowCoord( const in vec2 vUV )
{
vec2 vWindow = vUV * 2.0 - 1.0;
vWindow.x *= iResolution.x / iResolution.y;
return vWindow;
}
vec3 GetCameraRayDir( const in vec2 vWindow, const in vec3 vCameraPos, const in vec3 vCameraTarget )
{
vec3 vForward = normalize(vCameraTarget - vCameraPos);
vec3 vRight = normalize(cross(vec3(0.0, 1.0, 0.0), vForward));
vec3 vUp = normalize(cross(vForward, vRight));
vec3 vDir = normalize(vWindow.x * vRight + vWindow.y * vUp + vForward * 2.0);
return vDir;
}
vec3 ApplyVignetting( const in vec2 vUV, const in vec3 vInput )
{
vec2 vOffset = (vUV - 0.5) * sqrt(2.0);
float fDist = dot(vOffset, vOffset);
const float kStrength = 0.8;
float fShade = mix( 1.0, 1.0 - kStrength, fDist );
return vInput * fShade;
}
vec3 Tonemap( vec3 x )
{
float a = 0.010;
float b = 0.132;
float c = 0.010;
float d = 0.163;
float e = 0.101;
return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e );
}
struct Intersection
{
float m_dist;
float m_objId;
vec3 m_pos;
};
void RaymarchScene( vec3 vRayOrigin, vec3 vRayDir, out Intersection intersection )
{
float stepScale = 1.0;
#ifdef ENABLE_CONE_STEPPING
vec2 vRayProfile = vec2( sqrt(dot(vRayDir.xz, vRayDir.xz) ), vRayDir.y );
vec2 vGradVec = normalize( vec2( 1.0, 2.0 ) ); // represents the biggest gradient in our heightfield
vec2 vGradPerp = vec2( vGradVec.y, -vGradVec.x );
float fRdotG = dot( vRayProfile, vGradPerp );
float fOdotG = dot( vec2(0.0, 1.0), vGradPerp );
stepScale = -fOdotG / fRdotG;
if ( stepScale < 0.0 )
{
intersection.m_objId = OBJ_ID_SKY;
intersection.m_dist = k_fFarClip;
return;
}
#endif
intersection.m_dist = 0.01;
intersection.m_objId = OBJ_ID_SKY;
float fSceneDist = 0.0;
float oldT = 0.01;
for( int iter = 0; iter < k_raymarchSteps; iter++ )
{
vec3 vPos = vRayOrigin + vRayDir * intersection.m_dist;
// into sky - early out
if ( vRayDir.y > 0.0 )
{
if( vPos.y > 1.0 )
{
intersection.m_objId = OBJ_ID_SKY;
intersection.m_dist = k_fFarClip;
break;
}
}
fSceneDist = GetSceneDistance( vPos );
oldT = intersection.m_dist;
intersection.m_dist += fSceneDist * stepScale;
intersection.m_objId = OBJ_ID_GROUND;
if ( fSceneDist <= 0.01 )
{
break;
}
if ( intersection.m_dist > k_fFarClip )
{
intersection.m_objId = OBJ_ID_SKY;
intersection.m_dist = k_fFarClip;
break;
}
}
intersection.m_pos = vRayOrigin + vRayDir * intersection.m_dist;
}
vec3 GetSceneNormal(const in vec3 vPos)
{
const float fDelta = 0.001;
vec3 vDir1 = vec3( 1.0, 0.0, -1.0);
vec3 vDir2 = vec3(-1.0, 0.0, 1.0);
vec3 vDir3 = vec3(-1.0, 0.0, -1.0);
vec3 vOffset1 = vDir1 * fDelta;
vec3 vOffset2 = vDir2 * fDelta;
vec3 vOffset3 = vDir3 * fDelta;
vec3 vPos1 = vPos + vOffset1;
vec3 vPos2 = vPos + vOffset2;
vec3 vPos3 = vPos + vOffset3;
float f1 = GetSceneDistance( vPos1 );
float f2 = GetSceneDistance( vPos2 );
float f3 = GetSceneDistance( vPos3 );
vPos1.y -= f1;
vPos2.y -= f2;
vPos3.y -= f3;
vec3 vNormal = cross( vPos1 - vPos2, vPos3 - vPos2 );
return normalize( vNormal );
}
void TraceWater( vec3 vRayOrigin, vec3 vRayDir, out Intersection intersection )
{
intersection.m_dist = k_fFarClip;
float t = -vRayOrigin.y / vRayDir.y;
if ( t > 0.0 )
{
intersection.m_dist = t;
}
intersection.m_pos = vRayOrigin + vRayDir * intersection.m_dist;
}
struct Surface
{
vec3 m_pos;
vec3 m_normal;
vec3 m_albedo;
vec3 m_specR0;
float m_gloss;
float m_specScale;
};
#ifdef ENABLE_NIMITZ_TRIANGLE_NOISE
// https://www.shadertoy.com/view/4ts3z2
float tri(in float x){return abs(fract(x)-.5);}
vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y)), tri(p.z+tri(p.x)), tri(p.y+tri(p.x)));}
float triNoise(in vec3 p)
{
float z=1.4;
float rz = 0.;
vec3 bp = p;
for (float i=0.; i<=4.; i++ )
{
vec3 dg = tri3(bp*2.);
p += dg;
bp *= 1.8;
z *= 1.5;
p *= 1.2;
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
bp += 0.14;
}
return rz;
}
#endif
void GetSurfaceInfo( Intersection intersection, out Surface surface )
{
surface.m_pos = intersection.m_pos;
surface.m_normal = GetSceneNormal(intersection.m_pos);
#ifdef ENABLE_NIMITZ_TRIANGLE_NOISE
vec3 vNoisePos = surface.m_pos * vec3(0.4, 0.3, 1.0);
surface.m_normal = normalize(surface.m_normal +triNoise(vNoisePos));
float fNoise = triNoise(vNoisePos);
fNoise = pow( fNoise, 0.15);
surface.m_albedo = mix(vec3(.7,.8,.95), vec3(.1, .1,.05), fNoise );
#else
#if 0
surface.m_albedo = texture( iChannel0, intersection.m_pos.xz ).rgb;
surface.m_albedo = surface.m_albedo * surface.m_albedo;
#else
vec3 vWeights = surface.m_normal * surface.m_normal;
vec3 col = vec3(0.0);
vec3 _sample;
_sample = texture( iChannel0, intersection.m_pos.xz ).rgb;
col += _sample * _sample * vWeights.y;
_sample = texture( iChannel0, intersection.m_pos.xy ).rgb;
col += _sample * _sample * vWeights.z;
_sample = texture( iChannel0, intersection.m_pos.yz ).rgb;
col += _sample * _sample * vWeights.x;
col /= vWeights.x + vWeights.y + vWeights.z;
surface.m_albedo = col;
#endif
#endif
surface.m_specR0 = vec3(0.001);
surface.m_gloss = 0.0;
surface.m_specScale = 1.0;
}
float GIV( float dotNV, float k)
{
return 1.0 / ((dotNV + 0.0001) * (1.0 - k)+k);
}
float GetSunShadow( const vec3 vPos )
{
vec3 vSunDir = GetSunDir();
Intersection shadowInt;
float k_fShadowDist = 2.0;
RaymarchScene( vPos + vSunDir * k_fShadowDist, -vSunDir, shadowInt );
float fShadowFactor = 1.0;
if( shadowInt.m_dist < (k_fShadowDist - 0.1) )
{
fShadowFactor = 0.0;
}
return fShadowFactor;
}
void AddSunLight( Surface surf, const vec3 vViewDir, const float fShadowFactor, inout vec3 vDiffuse, inout vec3 vSpecular )
{
vec3 vSunDir = GetSunDir();
vec3 vH = normalize( vViewDir + vSunDir );
float fNdotL = clamp(dot(GetSunDir(), surf.m_normal), 0.0, 1.0);
float fNdotV = clamp(dot(vViewDir, surf.m_normal), 0.0, 1.0);
float fNdotH = clamp(dot(surf.m_normal, vH), 0.0, 1.0);
float diffuseIntensity = fNdotL;
vDiffuse += g_sunColour * diffuseIntensity * fShadowFactor;
//vDiffuse = fShadowFactor * vec3(100.0);
float alpha = 1.0 - surf.m_gloss;
// D
float alphaSqr = alpha * alpha;
float pi = 3.14159;
float denom = fNdotH * fNdotH * (alphaSqr - 1.0) + 1.0;
float d = alphaSqr / (pi * denom * denom);
float k = alpha / 2.0;
float vis = GIV(fNdotL, k) * GIV(fNdotV, k);
float fSpecularIntensity = d * vis * fNdotL;
vSpecular += g_sunColour * fSpecularIntensity * fShadowFactor;
}
void AddSkyLight( Surface surf, inout vec3 vDiffuse, inout vec3 vSpecular )
{
float skyIntensity = max( 0.0, surf.m_normal.y * 0.3 + 0.7 );
vDiffuse += g_skyColour * skyIntensity;
}
vec3 GetFresnel( vec3 vView, vec3 vNormal, vec3 vR0, float fGloss )
{
float NdotV = max( 0.0, dot( vView, vNormal ) );
return vR0 + (vec3(1.0) - vR0) * pow( 1.0 - NdotV, 5.0 ) * pow( fGloss, 20.0 );
}
vec3 GetWaterExtinction( float dist )
{
float fOpticalDepth = dist * 6.0;
vec3 vExtinctCol = 1.0 - vec3(0.5, 0.4, 0.1);
vec3 vExtinction = exp2( -fOpticalDepth * vExtinctCol );
return vExtinction;
}
vec3 GetSkyColour( vec3 vRayDir )
{
vec3 vSkyColour = mix( k_bgSkyColourDown, k_bgSkyColourUp, clamp( vRayDir.y, 0.0, 1.0 ) );
float fSunDotV = dot(GetSunDir(), vRayDir);
float fDirDot = clamp(fSunDotV * 0.5 + 0.5, 0.0, 1.0);
vSkyColour += g_sunColour * (1.0 - exp2(fDirDot * -0.5)) * 2.0;
return vSkyColour;
}
vec3 GetEnvColour( vec3 vRayDir, float fGloss )
{
return mix( k_envFloorColor, k_bgSkyColourUp, clamp( vRayDir.y * (1.0 - fGloss * 0.5) * 0.5 + 0.5, 0.0, 1.0 ) );
}
vec3 GetRayColour( const in vec3 vRayOrigin, const in vec3 vRayDir, out Intersection intersection )
{
RaymarchScene( vRayOrigin, vRayDir, intersection );
if ( intersection.m_objId == OBJ_ID_SKY )
{
return GetSkyColour( vRayDir );
}
Surface surface;
GetSurfaceInfo( intersection, surface );
vec3 vIgnore = vec3(0.0);
vec3 vResult = vec3(0.0);
float fSunShadow = 1.0;
AddSunLight( surface, -vRayDir, fSunShadow, vResult, vIgnore );
AddSkyLight( surface, vResult, vIgnore);
return vResult * surface.m_albedo;
}
vec3 GetRayColour( const in vec3 vRayOrigin, const in vec3 vRayDir )
{
Intersection intersection;
return GetRayColour( vRayOrigin, vRayDir, intersection );
}
vec3 GetSceneColour( const in vec3 vRayOrigin, const in vec3 vRayDir )
{
Intersection primaryInt;
RaymarchScene( vRayOrigin, vRayDir, primaryInt );
float fFogDistance = 0.0;
vec3 vResult = vec3( 0.0 );
float fSunDotV = dot(GetSunDir(), vRayDir);
if ( primaryInt.m_objId == OBJ_ID_SKY )
{
vResult = GetSkyColour( vRayDir );
fFogDistance = k_fFarClip;
}
else
{
Intersection waterInt;
TraceWater( vRayOrigin, vRayDir, waterInt );
vec3 vReflectRayOrigin;
vec3 vSpecNormal;
vec3 vTransmitLight;
Surface specSurface;
vec3 vSpecularLight = vec3(0.0);
#ifdef ENABLE_WATER
vec3 vFlowRateAndFoam = GetFlowRate( waterInt.m_pos.xz );
vec2 vFlowRate = vFlowRateAndFoam.xy;
#ifdef ENABLE_FOAM
float fFoam = vFlowRateAndFoam.z;
float fFoamScale = 1.5;
float fFoamOffset = 0.2;
fFoam = clamp( (fFoam - fFoamOffset) * fFoamScale, 0.0, 1.0 );
fFoam = fFoam * fFoam * 0.5;
#else
float fFoam = 0.0;
#endif
float fWaterFoamTex = 1.0;
vec4 vWaterNormalAndHeight = SampleFlowingNormal( waterInt.m_pos.xz, vFlowRate, fFoam, g_fTime, fWaterFoamTex );
if( vRayDir.y < -0.01 )
{
// lie about the water intersection depth
waterInt.m_dist -= (0.04 * (1.0 - vWaterNormalAndHeight.w) / vRayDir.y);
}
if( waterInt.m_dist < primaryInt.m_dist )
{
fFogDistance = waterInt.m_dist;
vec3 vWaterNormal = vWaterNormalAndHeight.xyz;
vReflectRayOrigin = waterInt.m_pos;
vSpecNormal = vWaterNormal;
vec3 vRefractRayOrigin = waterInt.m_pos;
vec3 vRefractRayDir = refract( vRayDir, vWaterNormal, 1.0 / 1.3333 );
Intersection refractInt;
vec3 vRefractLight = GetRayColour( vRefractRayOrigin, vRefractRayDir, refractInt ); // note : dont need sky
float fEdgeAlpha = clamp( (1.0 + vWaterNormalAndHeight.w * 0.25) - refractInt.m_dist * 10.0, 0.0, 1.0 );
fFoam *= 1.0 - fEdgeAlpha;
// add extra extinction for the light travelling to the point underwater
vec3 vExtinction = GetWaterExtinction( refractInt.m_dist + abs( refractInt.m_pos.y ) );
specSurface.m_pos = waterInt.m_pos;
specSurface.m_normal = normalize( vWaterNormal + GetSunDir() * fFoam ); // would rather have SSS for foam
specSurface.m_albedo = vec3(1.0);
specSurface.m_specR0 = vec3( 0.01, 0.01, 0.01 );
vec2 vFilterWidth = max(abs(dFdx(waterInt.m_pos.xz)), abs(dFdy(waterInt.m_pos.xz)));
float fFilterWidth= max(vFilterWidth.x, vFilterWidth.y);
float fGlossFactor = exp2( -fFilterWidth * 0.3 );
specSurface.m_gloss = 0.99 * fGlossFactor;
specSurface.m_specScale = 1.0;
vec3 vSurfaceDiffuse = vec3(0.0);
float fSunShadow = 1.0;
#ifdef ENABLE_WATER_RECEIVE_SHADOW
fSunShadow = GetSunShadow( waterInt.m_pos );
#endif
AddSunLight( specSurface, -vRayDir, fSunShadow, vSurfaceDiffuse, vSpecularLight);
AddSkyLight( specSurface, vSurfaceDiffuse, vSpecularLight);
vec3 vInscatter = vSurfaceDiffuse * (1.0 - exp( -refractInt.m_dist * 0.1 )) * (1.0 + fSunDotV);
vTransmitLight = vRefractLight.rgb;
vTransmitLight += vInscatter;
vTransmitLight *= vExtinction;
#ifdef ENABLE_FOAM
float fFoamBlend = 1.0 - pow( fWaterFoamTex, fFoam * 5.0);// * (1.0 - fWaterFoamTex));
vTransmitLight = mix(vTransmitLight, vSurfaceDiffuse * 0.8, fFoamBlend );
specSurface.m_specScale = clamp(1.0 - fFoamBlend * 4.0, 0.0, 1.0);
#endif
}
else
#endif // #ifdef ENABLE_WATER
{
fFogDistance = primaryInt.m_dist;
Surface primarySurface;
GetSurfaceInfo( primaryInt, primarySurface );
vSpecNormal = primarySurface.m_normal;
vReflectRayOrigin = primaryInt.m_pos;
float fWetness = 1.0 - clamp( (vReflectRayOrigin.y + 0.025) * 5.0, 0.0, 1.0);
primarySurface.m_gloss = mix( primarySurface.m_albedo.r, 1.0, fWetness );
primarySurface.m_albedo = mix( primarySurface.m_albedo, primarySurface.m_albedo * 0.8, fWetness );
vTransmitLight = vec3(0.0);
float fSunShadow = 1.0;
#ifdef ENABLE_LANDSCAPE_RECEIVE_SHADOW
fSunShadow = GetSunShadow( primaryInt.m_pos );
#endif
AddSunLight( primarySurface, -vRayDir, fSunShadow, vTransmitLight, vSpecularLight);
AddSkyLight( primarySurface, vTransmitLight, vSpecularLight);
vTransmitLight *= primarySurface.m_albedo;
specSurface = primarySurface;
}
vec3 vReflectRayDir = reflect( vRayDir, vSpecNormal );
vec3 vReflectLight = GetRayColour( vReflectRayOrigin, vReflectRayDir );
vReflectLight = mix( GetEnvColour(vReflectRayDir, specSurface.m_gloss), vReflectLight, pow( specSurface.m_gloss, 40.0) );
vec3 vFresnel = GetFresnel( -vRayDir, vSpecNormal, specSurface.m_specR0, specSurface.m_gloss );
vSpecularLight += vReflectLight;
vResult = mix(vTransmitLight, vSpecularLight, vFresnel * specSurface.m_specScale );
}
if ( fFogDistance >= k_fFarClip )
{
fFogDistance = 100.0;
vResult = smoothstep( 0.9995, 0.9999, fSunDotV ) * g_sunColour * 200.0;
}
vec3 vFogColour = GetSkyColour(vRayDir);
vec3 vFogExtCol = exp2( k_vFogExt * -fFogDistance );
vec3 vFogInCol = exp2( k_vFogIn * -fFogDistance );
vResult = vResult*(vFogExtCol) + vFogColour*(1.0-vFogInCol);
return vResult;
}
// Code from https://www.shadertoy.com/view/ltlSWf
void BlockRender(in vec2 fragCoord)
{
const float blockRate = 15.0;
const float blockSize = 64.0;
float frame = floor(iGlobalTime * blockRate);
vec2 blockRes = floor(iResolution.xy / blockSize) + vec2(1.0);
float blockX = fract(frame / blockRes.x) * blockRes.x;
float blockY = fract(floor(frame / blockRes.x) / blockRes.y) * blockRes.y;
// Don't draw anything outside the current block.
if ((fragCoord.x - blockX * blockSize >= blockSize) ||
(fragCoord.x - (blockX - 1.0) * blockSize < blockSize) ||
(fragCoord.y - blockY * blockSize >= blockSize) ||
(fragCoord.y - (blockY - 1.0) * blockSize < blockSize))
{
discard;
}
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
g_fTime = iGlobalTime;
#ifdef ENABLE_SCREENSHOT_MODE
BlockRender( fragCoord.xy );
float fBaseTime = k_screenshotTime;
#else
float fBaseTime = iGlobalTime;
#endif
g_fTime = fBaseTime;
float fCameraTime = g_fTime;
// Static camera locations
//fCameraTime = 146.0; // some rocks
vec2 vUV = fragCoord.xy / iResolution.xy;
vec3 vCameraTarget = vec3(0.0, -0.5, 0.0);
vCameraTarget.x -= fCameraTime * 0.5;
vec3 vCameraPos = vCameraTarget + vec3(0.0, 0.0, 0.0);
float fHeading = fCameraTime * 0.1;
float fDist = 1.5 - cos(fCameraTime * 0.1 + 2.0) * 0.8;
if( iMouse.z > 0.0 )
{
fHeading = iMouse.x * 10.0 / iResolution.x;
fDist = 5.0 - iMouse.y * 5.0 / iResolution.y;
}
vCameraPos.y += 1.0 + fDist * fDist * 0.01;
vCameraPos.x += sin( fHeading ) * fDist;
vCameraPos.z += cos( fHeading ) * fDist;
vCameraTarget.z += GetRiverMeander( vCameraTarget.x );
vCameraPos.z += GetRiverMeander( vCameraPos.x );
vCameraPos.y = max( vCameraPos.y, GetTerrainHeightSimple( vCameraPos ) + 0.2 );
vec3 vRayOrigin = vCameraPos;
vec3 vRayDir = GetCameraRayDir( GetWindowCoord(vUV), vCameraPos, vCameraTarget );
#ifndef ENABLE_SUPERSAMPLE_MODE
vec3 vResult = GetSceneColour(vRayOrigin, vRayDir);
#else
vec3 vResult = vec3(0.0);
float fTot = 0.0;
for(int i=0; i<k_superSampleCount; i++)
{
g_fTime = fBaseTime + (fTot / 10.0) / 30.0;
vec3 vCurrRayDir = vRayDir;
vec3 vRandom = vec3( SmoothNoise( fragCoord.xy + fTot ),
SmoothNoise( fragCoord.yx + fTot + 42.0 ),
SmoothNoise( fragCoord.xx + fragCoord.yy + fTot + 42.0 ) ) * 2.0 - 1.0;
vRandom = normalize( vRandom );
vCurrRayDir += vRandom * 0.001;
vCurrRayDir = normalize(vCurrRayDir);
vResult += GetSceneColour(vRayOrigin, vCurrRayDir);
fTot += 1.0;
}
vResult /= fTot;
#endif
vResult = ApplyVignetting( vUV, vResult );
vec3 vFinal = Tonemap(vResult * 3.0);
vFinal = vFinal * 1.1 - 0.1;
fragColor = vec4(vFinal, 1.0);
}
void mainVR( out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, in vec3 fragRayDir )
{
g_fTime = iGlobalTime;
fragRayOri = fragRayOri.zyx;
fragRayDir = fragRayDir.zyx;
fragRayOri.z *= -1.0;
fragRayDir.z *= -1.0;
fragRayOri *= 0.1;
fragRayOri.y += 0.2;
fragRayOri.x -= g_fTime * 0.1;
fragRayOri.z += GetRiverMeander( fragRayOri.x );
vec3 vResult = GetSceneColour(fragRayOri, fragRayDir);
vec3 vFinal = Tonemap(vResult * 3.0);
vFinal = vFinal * 1.1 - 0.1;
fragColor = vec4(vFinal, 1.0);
}