Add specular to materials

This commit is contained in:
2024-07-29 17:22:13 +03:00
parent ba77e88342
commit 7fbe712d53

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@ -4,7 +4,7 @@
* Contact: tdmaav@gmail.com
*/
precision mediump float;
//precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
const float PI = 22./7.;
@ -22,12 +22,12 @@ float smax( float a, float b, float k )
}
float hash(vec2 p, int algo)
{
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50.*fract( p*0.3183099);
p = 50.*fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
@ -37,10 +37,10 @@ float noise(vec2 p, float scale, int a)
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),
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),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
}
@ -70,7 +70,7 @@ float sdBox2(vec3 p, vec3 b) {
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
vec3 q = abs(p);
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
}
@ -94,7 +94,7 @@ const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
float STARTDELAY = 9.,
glyphPhase = 2.;
// COLORS
// COLORS
vec3 fogColor1 = vec3(.4, .2, .4), // fog color1
fogColor2 = vec3(.7, .4, .2), // fog color2
indirColor = vec3(.2, .1, .3), // indirect light color
@ -106,23 +106,23 @@ SEA_WATER_COLOR =vec3(0.8,0.9,0.6)*0.6;
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
i.y *= i.z;
float timedSine(vec3 i) {
i.y *= i.z;
return PI * min(((u_time * i.z) - i.y) / PI, i.x);
}
float calcFactor (float startTime)
{
return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
return 9. + 9.*clamp(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 * glyphPhase), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
@ -140,18 +140,18 @@ float prismAnim(vec2 i) {
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
vec2 map(vec3 p, int displace)
{
float mat = 0.,
float mat = 0.,
// Ring boxes
an = PI/12.,
an = PI/12.,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = mat2(cos(anRot),-sin(anRot),
@ -170,47 +170,47 @@ vec2 map(vec3 p, int displace)
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
// Prisms
for(float i = 0.; i < 8.; i++ ) {
// Prisms
for(float i = 0.; i < 8.; i++ ) {
an = 24.67 / (PI * 2.); // sector size
q = p;
anRot = an + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * glyphPhase + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
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));
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,.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop && u_time > rotateDelay + .2) mat = 5.;
}
}
if( d == prismTop && u_time > rotateDelay + .2) mat = 5.;
}
}
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
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;
d = min(d, d2);
if (d==d2) mat = 4.;
// Gate Base
// Gate Base
d2 = 1e3;
float stepDist = 1.5;
float stepDist = 1.5;
for(int i = 0; i < 4; i++) {
float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05;
d2 = min(d2, step);
@ -218,35 +218,31 @@ vec2 map(vec3 p, int displace)
stepDist += .2;
}
if (d==d2) mat = 2.0;
// sand
d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15., 0)*1.5;
d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15., 0)*1.5;
d = min(d,d2);
if (d==d2) mat = 3.0;
if (d==d2) mat = 3.0;
d2 = 1e3;
float h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
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;
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);
}
}
float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15;
if (u_time < 25.) {
d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.3)), cs);
} else {
d2 = cs;
}
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*3.0 - 3.0*23.0)),0.,2.3)), cs);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) mat = 1.0;
return vec2( d, mat );
}
@ -255,16 +251,16 @@ vec2 map(vec3 p, int displace)
////////////////
float rayMarch(vec3 ro, vec3 rd) {
float d,t = 0.; // total distance travelled
float d,t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 90; i++) {
for (int i = 0; i < 90; i++) {
d = map(ro + rd * t, 0).x; // Get distance to objects
t += d; // "march" the ray
if (abs(d) < .002 || t > 400.) break;
if (abs(d) < .001 || t > 400.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
@ -275,7 +271,7 @@ vec3 getNormal(vec3 p) {
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) {
vec3 l = normalize(lightPos - p);
float dif = clamp(dot(n, l), 0., intensity),
float dif = clamp(dot(n, l), 0., intensity),
d = rayMarch(p+n*.0025, l);
if(abs(d)<length(lightPos-p)) dif *= shadow;
return dif;
@ -286,23 +282,23 @@ float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = min(pow(fresnel,5.0), 0.5);
vec3 reflected = vec3(0.0, 0.5, 1.),
refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3,
fresnel = min(pow(fresnel,5.0), 0.5);
vec3 reflected = vec3(0.0, 0.5, 1.),
refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3,
color = mix(refracted,reflected,fresnel);
color += vec3(specular(n,l,eye,60.0))*0.3;
color += vec3(specular(n,l,eye,60.0))*0.3;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( fogColor1, // blue
fogColor2, // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
@ -320,15 +316,15 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
return d;
}
vec3 postProcess(vec3 col) {
// Vignette
col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.4545) );
// gamma
col = pow( col, vec3(.4545) );
// Contrast = a
col = smoothstep(0., 1., col);
col = smoothstep(0., 1., col);
return col;
}
@ -336,19 +332,12 @@ vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.),6.,75.));
if (u_time > 7.5) cPos += vec3(0., clamp(7.5-u_time,-1.,0.), 0.);
if (u_time > 7.5) cPos += vec3(0., clamp(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., -1., 4.);
//close up shot for the 2nd glyph lock
// !NOTE: disabled by petri due takes alot of space and has small visual impact on the scene
/*
float delay = 11.2;
if(u_time > delay) cPos.z += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1;
*/
return cPos;
}
@ -362,7 +351,7 @@ vec3 cameraPointAt() {
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
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);
@ -372,7 +361,7 @@ vec3 colorFlashesAnim(vec3 col) {
vec3 sceneGate(vec2 uv)
{
// Initialization
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.),
col = vec3(0.);
@ -383,7 +372,7 @@ vec3 sceneGate(vec2 uv)
vec3 p = ro + rd * d,
n = getNormal(p);
float mat = map(p,0).y,
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
@ -397,30 +386,30 @@ vec3 sceneGate(vec2 uv)
dif = getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
col += dif * light2Color;
// indirect lightning -> vec3 in normalize is light direction
// indirect lightning -> vec3 in normalize is light direction
col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(.3);
else if(mat==1.){
col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5));
col *= vec3(.3) + vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
else if(mat==1.){
col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //col = vec3(0.,0.,.5); // + (noise(5.*(p.xy+2.)+u_time, -1.0) * noise(50.*(p.xy+2.), -0.4) + 0.5*noise(20.*(p.xy+2.0)-u_time, -0.5) * noise(5.*(p.xy+2.0), -0.75))*smoothstep(0.,0.75,(u_time-5.0)*0.1) + vec3(0.,0.,0.5*noise(10.*(p.xy+4.0)-u_time, -0.5));
}
else if(mat==2.)
col *= vec3(.3, .1, .0); // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
col *= vec3(.3, .1, .0)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.1; // - 0.2*noise((vec2(100.*p.x+300.,75.*p.z+150.0)), -2.2) * noise((vec2(15.*p.x+2.0,3.*p.z+2.)), -1.) + noise((vec2(15.*p.x+2.4,3.*p.z+2.)), -0.25);
else if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
col *= vec3(.8, .8, .5) + noise(p.xz*500.+100., .3,0); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1);
else if(mat==4.)
col *= vec3(.1);
else if(mat ==5.)
col *= chevronColor; // activated glyph color
}
col *= vec3(.1)+ vec3(specular(n,normalize(vec3(0.0,0.3,0.8)),normalize(rd),60.0))*0.5;
else if(mat ==5.)
col *= chevronColor; // activated glyph color
}
col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
col = colorFlashesAnim(col); // animated color flash
col = colorFlashesAnim(col); // animated color flash
return postProcess(col);
}
void main() {
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
gl_FragColor = vec4(sceneGate(uv), 1.);
void main() {
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
gl_FragColor = vec4(sceneGate(uv), 1.);
}