diff --git a/shader.glsl b/shader.glsl index 36c5ea2..2b0caea 100644 --- a/shader.glsl +++ b/shader.glsl @@ -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) 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.); } \ No newline at end of file