/* uses some snippets from: * "Seascape" by Alexander Alekseev aka TDM - 2014 * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. * Contact: tdmaav@gmail.com */ //precision mediump float; #version 460 uniform int m; out vec4 o; float u_time = m/float(44100); const float PI = 22./7.; vec3 no(vec3 v) { return normalize(v); } float cl(float a, float b, float c) { return clamp(a,b,c); } // Rotate mat2 rot2D(float angle) { float s = sin(angle), c = cos(angle); return mat2(c, -s, s, c); } float smax( float a, float b, float k ) { float h = max(k-abs(a-b),0.0); return max(a, b) + h*h*0.25/k; } float hash(vec2 p, int algo) { if (algo == 1) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); } p = 50. * fract( p*0.3183099); return fract( p.x*p.y*(p.x+p.y) ); } float noise(vec2 p, float scale, int a) { vec2 i = floor( p ), f = fract( p ), u = f*f*(3.-2.*f); float sc = scale; if (a == 1) sc = 2.; return -scale+sc*mix( mix( hash( i + vec2(0.), a), hash( i + vec2(1.0,0.0), a ), u.x), mix( hash( i + vec2(0.0,1.0), a), hash( i + vec2(1.), a), u.x), u.y); } ///////////////// // GEOMETRY // ///////////////// /*float sdSphere(vec3 p, float r) { return length(p)-r; }*/ float sdCappedCylinder( vec3 p, float h, float r ) { vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h); return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); } float sdTriPrism( vec3 p, vec2 h, float rot ) { p.xy *= rot2D(rot); vec3 q = abs(p); return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); } float sdPyramid( vec3 p, float s) { p = abs(p); return (p.x+p.y+p.z-s)*0.577;// 35027; } ////////////////// // ANIMATION // ////////////////// // POSITIONS //const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); //const vec3 glyph2Pos = vec3(2.0,0.0,0.0); //const vec3 glyph4Pos = vec3(0.0,2.0,0.0) //const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); //const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); // DELAYS float STARTDELAY = 9., glow = 0.; // POSITIONS // COLORS vec3 chevronColor = vec3(0.36, 0.9, 0.0); // with duration d, startTime s and speed up with timeFact float timedSine(vec3 i) { return min((u_time - i.y)*i.z, i.x*PI); } float calcFactor (float startTime) { return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); } // Animate ring movements vec3 ringAnim(vec3 p) { for (float i = 0.; i < 7.; i++) { float rotateDelay = STARTDELAY + (i * 3.), o=1.; if(u_time > rotateDelay) { if(mod(i,2.) >= 1.) o = -1.; p.xy *= rot2D(calcFactor(rotateDelay)*o); } } return p; } // Animate prism movements float prismAnim(vec2 i) { if(u_time >= i.y) { i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8)); } return i.x; } ////////////// // SCENE // ////////////// float sea_octave(vec2 uv, float choppy) { uv += noise(uv, 1., 1); vec2 wv = 1.0-abs(sin(uv)); wv = mix(wv, abs(cos(uv)),wv); return pow(1.0-pow(wv.x * wv.y,0.65),choppy); } vec3 map(vec3 p, int displace) { float mat = 0., glo = 1e3, // Ring boxes an = PI/12., step, anRot = floor(atan(p.y,p.x)/an + .5)*an; vec3 q = p; q.xy = rot2D(anRot)*q.xy; float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, // Main ring d2 = abs(length(p.xy) - 1.8) - .2; d = min(d,d2); // Inner ring d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 ); d = max(-d2,d); // Depth slice rings d = smax( d, abs(p.z)-.1, .02 ); //Rotating glyphs vec3 p2 = ringAnim(p), q2=p2; an = PI/16.; q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0); d = min(d, d2); if (d==d2) mat = 6.; // Gate Base d2 = 1e3; float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2; for(int i = 0; i < 4; i++) { step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05; d2 = min(d2, step); stepDist += .2; } d2 += noise(p.xz * 50.+200., .007, 0); d = min(d, d2); if (d==d2) mat = 2.0; if (displace == 1) { vec2 uv = p.xy; for(int i = 0; i < 4; i++) { d3 = sea_octave((uv+u_time)*freq,choppy); d3 += sea_octave((uv-u_time)*freq,choppy); h += d3 * amp; uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.4); } } d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); d = min(d, d2); if (d==d2) { mat = 1.0; } // sand d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time); d = min(d,d2); if (d==d2) mat = 3.0; // pyradmid d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.); d = min(d, d2); if (d==d2) mat=3.; // Prisms for(float i = 0.; i < 8.; i++ ) { q = p; anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.; // Nudge first and the last prism out of the ground if (i == 1.) anRot += .2; if (i == 7.) anRot -= .2; q.xy = rot2D(anRot) * q.xy; float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5; // We can now call each prism by it's index // draw all except the middle bottom prism if (i > 0.) { q.x -= 1.95; vec3 q2 = q; // new point for movable parts if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay)); float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01; d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02); d2 = min(d2, prismTop); d = min(d, d2); // glyph locking thing material if (d == d2) mat = 4.; // glyph locking prism material if( d == prismTop) if(u_time > rotateDelay + .2) { mat = 5.; glo = min(d2, prismTop); } } } return vec3( d, mat, glo); } //////////////// // DRAWING // //////////////// float rayMarch(vec3 ro, vec3 rd, int a) { vec3 d; float t = 0.; // total distance travelled // Raymarching for (int i = 0; i < 100; i++) { d = map(ro + rd * t, 0); // Get distance to objects if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6; t += d.x; // "march" the ray if (d.x < 1e-3 || t > 500.) break; } return t; } vec3 getNormal(vec3 p) { vec2 e = vec2(.01, 0.); vec3 n = map(p, 1).x - vec3( map(p-e.xyy,1).x, map(p-e.yxy,1).x, map(p-e.yyx,1).x); return no(n); } float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) { vec3 l = no(lightPos - p); float len = length( lightPos - p ); // Distance from the light to the surface point. float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len), d = rayMarch(p+n*.0025, l, 1); if(d 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.); // close up shot for 1st glyph lock if (u_time > 10.5) cPos = vec3(2.,-1.,1.); // zoom away for 2nd glyph animation if (u_time > 12.) cPos = vec3(-1., -.7, 4.); if (u_time > 14.5) { cPos = vec3(0., 0., 4.); cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05); cPos.xz *= rot2D(sin((u_time-16.5)*0.1)); } if (u_time > 23.5) { cPos = vec3(3., -.7, 4.); } if (u_time > 32.5) { cPos = vec3(-20.,10.,50.); } if (u_time > 36.5) { cPos = vec3(3., -.7, 4.); cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025)); cPos.xz *= rot2D(sin((u_time-36.5)*0.07)); } return cPos; } vec3 cameraPointAt() { vec3 p = vec3(0., -.5, 0.); // look at 1st glyph if (u_time > 10.5) p = vec3(1.7,-1.1,0.); // look gate at distance if(u_time > 12.) p = vec3(0.); if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13); if(u_time > 23.5) p = vec3(0.); return p; } // flash screen with glyph color when it is locked vec3 colorFlashesAnim(vec3 col) { if(u_time > 10.75) { float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.))); col = mix(col, chevronColor * (x * 1.4), x *.76); } return col; } vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) { return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount; } vec3 sceneGate(vec2 uv) { // Initialization vec3 ro = cameraPos(), rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)), col = vec3(0.); float d = rayMarch(ro, rd,0), mat = 0.; if (d < 500.) { // Lighting vec3 p = ro + rd * d, n = getNormal(p); mat = map(p,0).y; // Light 1 Arguments // 1: Ray starting point // 2: Light position // 3: Light intensity // 4: Shadow intensity // Lights col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10); col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10); col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1); // indirect lightning -> vec3 in normalize is light direction col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.); if(mat==1.) col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd)); if(mat==2.) col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0); if(mat==3.) col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); if(mat==4.) col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); if(mat ==5.) col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3); if(mat == 6.) col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); } col += glow * chevronColor*.25; return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01))); } void main() { vec2 u_resolution = vec2(1920,1080); vec2 qor = gl_FragCoord.xy/u_resolution.xy; vec2 resoultion = -1.0+2.0*qor; resoultion.x *= u_resolution.x/u_resolution.y; o = vec4(sceneGate( resoultion ),1.); }