v4k-git-backup/demos/art/shadertoys/3l23Rh.fs

166 lines
5.4 KiB
GLSL

// Protean clouds by nimitz (twitter: @stormoid)
// https://www.shadertoy.com/view/3l23Rh
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
// Contact the author for other licensing options
/*
Technical details:
The main volume noise is generated from a deformed periodic grid, which can produce
a large range of noise-like patterns at very cheap evalutation cost. Allowing for multiple
fetches of volume gradient computation for improved lighting.
To further accelerate marching, since the volume is smooth, more than half the the density
information isn't used to rendering or shading but only as an underlying volume distance to
determine dynamic step size, by carefully selecting an equation (polynomial for speed) to
step as a function of overall density (not necessarialy rendered) the visual results can be
the same as a naive implementation with ~40% increase in rendering performance.
Since the dynamic marching step size is even less uniform due to steps not being rendered at all
the fog is evaluated as the difference of the fog integral at each rendered step.
*/
mat3 rot_x(float a){float sa = sin(a); float ca = cos(a); return mat3(1.,.0,.0, .0,ca,sa, .0,-sa,ca);}
mat3 rot_y(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,.0,sa, .0,1.,.0, -sa,.0,ca);}
mat3 rot_z(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,sa,.0, -sa,ca,.0, .0,.0,1.);}
mat2 rot(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
const float fov = 1.5;
const mat3 m3 = mat3(0.33338, 0.56034, -0.71817, -0.87887, 0.32651, -0.15323, 0.15162, 0.69596, 0.61339)*1.93;
float mag2(vec2 p){return dot(p,p);}
float mag2(vec3 p){return dot(p,p);}
float linstep(in float mn, in float mx, in float x){ return clamp((x - mn)/(mx - mn), 0., 1.); }
vec2 disp(float t){ return vec2(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; }
float prm1 = 0.;
vec2 bsMo = vec2(0);
float colVar = 0.;
float shapeVar = 0.;
float mg2(vec2 p){return dot(p,p);}
vec2 map(vec3 p)
{
vec3 p2 = p;
p2.xy -= disp(p.z).xy;
p.xy *= rot(sin(p.z+iTime)*0.15 + iTime*0.09);
float cl = mag2(p2.xy);
float d = 0.;
p *= .61;
float z = 1.;
float trk = 1.;
for(int i = 0; i < 5; i++)
{
p += sin(p.zxy*0.75*trk + iTime*trk*.8)*(0.1 + prm1*0.2);
d -= abs(dot(cos(p), sin(p.yzx))*z);
z *= 0.57;
trk *= 1.4;
p = p*m3;
}
d = abs(d + prm1*3.)+ prm1*.3 - 2.5 + bsMo.y;
return vec2(d + cl*.2 + 0.25, cl);
}
vec4 render( in vec3 ro, in vec3 rd, float time )
{
vec4 rez = vec4(0);
const float ldst = 8.;
vec3 lpos = vec3(disp(time + ldst)*0.5, time + ldst);
float t = 1.5;
float fogT = 0.;
for(int i=0; i<130; i++)
{
if(rez.a > 0.99)break;
vec3 pos = ro + t*rd;
vec2 mpv = map(pos);
float den = clamp(mpv.x-0.3,0.,1.)*1.12;
float dn = clamp((mpv.x + 2.),0.,3.);
vec4 col = vec4(0);
if (mpv.x > 0.6)
{
col = vec4(sin(vec3(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08);
col *= den*den*den;
col.rgb *= linstep(4.,-2.5, mpv.x)*2.3;
float dif = clamp((den - map(pos+.8).x)/9., 0.001, 1. );
dif += clamp((den - map(pos+.35).x)/2.5, 0.001, 1. );
col.xyz *= den*(vec3(0.005,.045,.075) + 1.5*vec3(0.033,0.07,0.03)*dif);
}
float fogC = exp(t*0.2 - 2.2);
col.rgba += vec4(0.06,0.11,0.11, 0.1)*clamp(fogC-fogT, 0., 1.);
fogT = fogC;
rez = rez + col*(1. - rez.a);
t += clamp(0.5 - dn*dn*.05, 0.09, 0.3);
}
return clamp(rez, 0.0, 1.0);
}
float getsat(vec3 c)
{
float mi = min(min(c.x, c.y), c.z);
float ma = max(max(c.x, c.y), c.z);
return (ma - mi)/(ma+ 1e-7);
}
//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN)
vec3 iLerp(in vec3 a, in vec3 b, in float x)
{
vec3 ic = mix(a, b, x) + vec3(1e-6,0.,0.);
float sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x));
vec3 dir = normalize(vec3(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x));
float lgt = dot(vec3(1.0), ic);
float ff = dot(dir, normalize(ic));
ic += 1.5*dir*sd*ff*lgt;
return clamp(ic,0.,1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 q = fragCoord.xy/iResolution.xy;
vec2 p = q - 0.5;
p.x *= iResolution.x/iResolution.y;
vec2 mous = iMouse.xy/iResolution.xy;
vec2 mo = mous - 0.5;
bsMo = mo;
mo = (mo==vec2(-0.5))?mo=vec2(0.12, 0.15):mo;
mo.x *= iResolution.x/iResolution.y;
mo*= 4.14;
mo.y = clamp(mo.y*0.6-.5,-4. ,.15 );
float time = iTime*3.;
vec3 ro = vec3(0,0,time);
ro += vec3(sin(iTime)*0.5,sin(iTime*1.)*0.,0);
float dspAmp = .85;
ro.xy += disp(ro.z)*dspAmp;
float tgtDst = 3.5;
vec3 target = normalize(ro - vec3(disp(time + tgtDst)*dspAmp, time + tgtDst));
ro.x -= bsMo.x*2.;
vec3 rightdir = normalize(cross(target, vec3(0,1,0)));
vec3 updir = normalize(cross(rightdir, target));
rightdir = normalize(cross(updir, target));
vec3 rd=normalize((p.x*rightdir + p.y*updir)*1. - target);
rd.xy *= rot(-disp(time + 3.5).x*0.2 + bsMo.x);
prm1 = smoothstep(-0.4, 0.4,sin(iTime*0.3));
vec4 scn = render(ro, rd, time);
vec3 col = scn.rgb;
col = iLerp(col.bgr, col.rgb, clamp(1.-prm1,0.05,1.));
col = pow(col, vec3(.55,0.65,0.6))*vec3(1.,.97,.9);
col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12)*0.7+0.3; //Vign
fragColor = vec4( col, 1.0 );
}