Files
4k_synthwave/src/shaders/fragment.frag
2025-07-20 00:04:25 +03:00

345 lines
10 KiB
GLSL

#version 460
precision mediump float;
out vec4 o;
const float PI = 3.14159265;
const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
float u_time = syncs[0];
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
}
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
//this is mathematically equivalent to this line, but less efficient:
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
}
float sdHex(vec3 pos, float i, float angle) {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
return d1;
}
float sdSphere(vec3 p, float r){
return length(p) -r;
}
//////////////
// SCENE //
//////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) {
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9;
float a = 0.;
vec2 rippleCenter = vec2(7.,7.);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid
float hexGap = 0.2;
for(float j = 0.; j < 16.; j++) {
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
for(float i = 0.; i < 16.; i++) {
if(mod(i, 2.) == 0.) {
po -= vec3(1.6 + hexGap, 0., 1.);
} else {
po += vec3(-(1.6 + hexGap), 0., 1.);
}
// Add individual hexagon ripples based on distance from center
int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
// Apply ripple to hexagon size and position
// float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
//d = min(d, a);
res = opU(res, vec2(a, 2.));
}
}
res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
return res;
}
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.;
float hit = 0.;
// Reduced from 40 to 24 steps
for(int i = 0; i < 30; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 100.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
hit = 1.;
break;
}
}
if (t > 100.)
t = 0.;
return vec3(t, mat, hit);
}
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.);
vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
return normalize(n);
}
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// Attenuation (quadratic falloff)
float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow;
}
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
vec3 lightDir = normalize(lightPos - worldPos);
float lightDistance = length(lightPos - worldPos);
// Attenuation
float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
// Diffuse
float NdotL = max(dot(normal, lightDir), 0.0);
// Specular (Blinn-Phong)
vec3 halfDir = normalize(lightDir - viewDir);
float NdotH = max(dot(normal, halfDir), 0.0);
float specular = pow(NdotH, 32.0);
// Shadow
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
}
*/
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
shininess = 0.1;
} else if(material == 1.) {
outMaterial = vec3(0.6196, 0.6118, 0.6118);
shininess = .7;
} else if(material == 2.) {
outMaterial = vec3(0.3255, 0.4784, 0.3255);
shininess = .2;
} else if(material == 3.) {
outMaterial = vec3(0.2471, 0.3059, 0.6314);
shininess = 1.0;
} else if(material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .1;
} else if(material == 5.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 2.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
return outMaterial * max(vec3(0.), lights);
}
vec3 postProcess(vec3 col) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV();
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
col = mix(col, col * d, 1.);
// Contrast
float contrast = .75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow(col, vec3(0.4545)); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col;
}
//////////////////
// RENDERING //
//////////////////
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
{
vec3 f = normalize(camTarget-camPos),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
}
vec3 render(vec2 uv) {
vec3 camPos = vec3(0.0, 20.0, -10.0);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
return col;
}
void main() {
vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
}