From 98263cafaa1c7f8a8a7a7426b46a0e4c6efea30b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Markus=20J=C3=A4rvisalo?= Date: Fri, 26 Jul 2024 17:34:38 +0300 Subject: [PATCH] Maastoa ja kameraa --- shader.glsl | 146 ++++++++++++++++++++++++++-------------------------- 1 file changed, 73 insertions(+), 73 deletions(-) diff --git a/shader.glsl b/shader.glsl index 84cbeb8..cb30bea 100644 --- a/shader.glsl +++ b/shader.glsl @@ -1,4 +1,3 @@ -//precision mediump float; uniform vec2 u_resolution; uniform float u_time; uniform sampler2D texture_sampler; @@ -37,7 +36,7 @@ float noise( in vec2 p, float scale ) vec2 f = fract( p ); vec2 u = f*f*(3.0-2.0*f); return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ), - hash( i + vec2(1.0,0.0) ), u.x), + hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } @@ -45,7 +44,7 @@ float noise( in vec2 p, float scale ) float displacement( vec3 p ) { - return noise(10.*p.xy+u_time+999., 0.4) + 0.5*noise(10.*(p.xz+2.0)-u_time+999., 0.4); + return noise(10.*p.xy+u_time+999., 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+999., 0.2); } ///////////////// @@ -157,8 +156,8 @@ vec2 map(in vec3 p) q.xy = mat2(cos(angrot),-sin(angrot), sin(angrot), cos(angrot))*q.xy; float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02; - - // Main ring + + // Main ring float d2 = abs(length(p.xy) - 1.8) - 0.2; d = min(d,d2); @@ -169,7 +168,7 @@ vec2 map(in vec3 p) // Depth slice rings d = smax( d, abs(p.z)-0.1, 0.02 ); - + // Prisms float index = 1.0; for(int i=0; i<8; i++ ) { @@ -187,14 +186,13 @@ vec2 map(in vec3 p) rotationIncrement = rotationIncrement - 0.2; } - // float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5); q.xy = rot2D(rotationIncrement) * q.xy; // We can now call each prism by it's index // draw all except the middle bottom prism if (i > 0) { q.x -= 1.95; - q.x = prismAnim(q.x, float(i)*1.); + q.x = prismAnim(q.x, float(i)*13.); float d4 = sdTriPrism(vec3(q.x, q.y - 0.0 , q.z - 0.0), vec2(0.2,0.2), 0.5) - 0.02; d = min(d, d4); @@ -232,29 +230,27 @@ vec2 map(in vec3 p) stepDist += stepHeight * 2.0; } + float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*0.04),(p.z-40.0)*0.04))+100., 15.); + d = min(d,sand); + float water = 1000.; if (u_time > 2.0){ float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6); - float cylinder2 = sdCylinder ( p, vec3(0.,0.,0.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*13.0))); + float cylinder2 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*13.0))); float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6); float disp = 0.; - if (u_time > 2.0){ - disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25); - } + disp = displacement(p)*clamp(((u_time-14.0)*0.5), 0., 0.25); cylinder1 = cylinder1 + disp; - water = max(-cylinder2+disp, cylinder1); - //water = max(water, cylinder3); + water = max(-cylinder2, cylinder1); + water = max(water, cylinder3); d = min(d, water); } - float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.); - d = min(d,sand); - if (d==water) { mat = 1.0; } - else if (d==min(steps, 0.1)) + else if (d==steps) { mat = 2.0; } @@ -277,11 +273,10 @@ float rayMarch(vec3 ro, vec3 rd) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray - if (abs(d) < .001 || t > 800.) break; + if (d < .001 || t > 800.) break; } return t; } - vec3 getNormal(vec3 p) { float d = map(p).x; vec2 e = vec2(.01, 0); @@ -300,7 +295,7 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) { // Shadows float d = rayMarch(p+n*.0025, l); - if( d 7.5) + { + cPos += vec3(0, clamp(7.5-u_time,-1.,0.), 0.); + } + return cPos; +} + void main() { // Initialization vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; - //vec2 m = iMouse.xy/u_resolution.xy; - vec3 ro = vec3(0, 2, 6); - ro.yz *= rot2D(sin(u_time)*0.5); - ro.xz *= rot2D(cos(u_time)*0.5); - - //vec3 ro = vec3(0,0,-3); // ray origin + vec3 ro = cameraPos(); vec3 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction vec3 col = vec3(0); // color @@ -372,57 +372,57 @@ void main() float d = rayMarch(ro, rd); if (d < 500.) { - // Lighting - vec3 p = ro + rd * d; + // Lighting + vec3 p = ro + rd * d; - float mat = map(p).y; - - // Light 1 Arguments - // 1: Ray starting point - // 2: Light position - // 3: Light intensity - // 4: Shadow intensity - float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2); - // Color for light 1 - // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412)); + float mat = map(p).y; - // Light 2 - dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); - // Color for light 2 - col += vec3(dif * vec3(0.502, 0.2824, 0.102)); - - dif = getLight(p, vec3( 3, -2, 5), 0.75, .8); - // Color for light 2 - col += vec3(dif * vec3(0.2784, 0.3647, 0.6588)); - - vec3 n = getNormal(p); - vec3 dir = vec3(1. , 10., 1.); - float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); - col += vec3(0.1216, 0.1216, 0.1137) * ind; + // Light 1 Arguments + // 1: Ray starting point + // 2: Light position + // 3: Light intensity + // 4: Shadow intensity + float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2); + // Color for light 1 + // col = vec3(dif * vec3(0.9216, 0.9294, 0.9412)); - if(mat==0.){ - col *= vec3(.3,0.3,0.3); - } - else if(mat==1.){ - col *= (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)) + vec3(0.,0.,0.5); - } - else if(mat==2.){ - col *= vec3(0.3608, 0.1765, 0.0471) - 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(0.8471, 0.8549, 0.4667) + noise(p.yz*1000., 0.1) + noise(p.xy*1000., 0.1); - } - else if(mat==4.){ - col *= vec3(.1,0.1,0.1); - } + // Light 2 + dif = getLight(p, vec3( -3, 5, 5), 1., 0.2); + // Color for light 2 + col += vec3(dif * vec3(0.502, 0.2824, 0.102)); - float fogAmount = 0.02; - col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); + dif = getLight(p, vec3( 3, -2, 5), 0.75, .8); + // Color for light 2 + col += vec3(dif * vec3(0.2784, 0.3647, 0.6588)); - } else { - col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4; + vec3 n = getNormal(p); + vec3 dir = vec3(1. , 10., 1.); + float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); + col += vec3(0.1216, 0.1216, 0.1137) * ind; + + if(mat==0.){ + col *= vec3(.3,0.3,0.3); } - - gl_FragColor = vec4(postProcess(col), 1); + else if(mat==1.){ + col *= (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)) + vec3(0.,0.,0.5); + } + else if(mat==2.){ + col *= vec3(0.3608, 0.1765, 0.0471) - 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(0.8471, 0.8549, 0.4667) + noise(p.yz*1000.+5000., 0.1) + noise(p.xy*1000.+5000., 0.1); + } + else if(mat==4.){ + col *= vec3(.1,0.1,0.1); + } + + float fogAmount = 0.02; + col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); + + } else { + col = vec3(0.1529, 0.1765, 0.3922) + rd.y * 0.4; + } + gl_FragColor = vec4(postProcess(col), 1); + }