Maastoa ja kameraa

This commit is contained in:
2024-07-26 17:34:38 +03:00
parent c2d5cd9ee4
commit 98263cafaa

View File

@ -1,4 +1,3 @@
//precision mediump float;
uniform vec2 u_resolution; uniform vec2 u_resolution;
uniform float u_time; uniform float u_time;
uniform sampler2D texture_sampler; uniform sampler2D texture_sampler;
@ -45,7 +44,7 @@ float noise( in vec2 p, float scale )
float displacement( vec3 p ) 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);
} }
///////////////// /////////////////
@ -187,14 +186,13 @@ vec2 map(in vec3 p)
rotationIncrement = rotationIncrement - 0.2; rotationIncrement = rotationIncrement - 0.2;
} }
// float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
q.xy = rot2D(rotationIncrement) * q.xy; q.xy = rot2D(rotationIncrement) * q.xy;
// We can now call each prism by it's index // We can now call each prism by it's index
// draw all except the middle bottom prism // draw all except the middle bottom prism
if (i > 0) { if (i > 0) {
q.x -= 1.95; 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; 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); d = min(d, d4);
@ -232,29 +230,27 @@ vec2 map(in vec3 p)
stepDist += stepHeight * 2.0; 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.; float water = 1000.;
if (u_time > 2.0){ if (u_time > 2.0){
float cylinder1 = sdCylinder ( p, vec3(0.,0.,0.0), vec3(0.,0.,-0.01), 1.6); 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 cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 1.6);
float disp = 0.; float disp = 0.;
if (u_time > 2.0){ disp = displacement(p)*clamp(((u_time-14.0)*0.5), 0., 0.25);
disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25);
}
cylinder1 = cylinder1 + disp; cylinder1 = cylinder1 + disp;
water = max(-cylinder2+disp, cylinder1); water = max(-cylinder2, cylinder1);
//water = max(water, cylinder3); water = max(water, cylinder3);
d = min(d, water); d = min(d, water);
} }
float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.);
d = min(d,sand);
if (d==water) if (d==water)
{ {
mat = 1.0; mat = 1.0;
} }
else if (d==min(steps, 0.1)) else if (d==steps)
{ {
mat = 2.0; mat = 2.0;
} }
@ -277,11 +273,10 @@ float rayMarch(vec3 ro, vec3 rd) {
vec3 p = ro + rd * t; // "cast" rays vec3 p = ro + rd * t; // "cast" rays
d = map(p).x; // Get distance to objects d = map(p).x; // Get distance to objects
t += d; // "march" the ray t += d; // "march" the ray
if (abs(d) < .001 || t > 800.) break; if (d < .001 || t > 800.) break;
} }
return t; return t;
} }
vec3 getNormal(vec3 p) { vec3 getNormal(vec3 p) {
float d = map(p).x; float d = map(p).x;
vec2 e = vec2(.01, 0); vec2 e = vec2(.01, 0);
@ -354,17 +349,22 @@ vec3 postProcess(vec3 col) {
return col; return col;
} }
vec3 cameraPos()
{
vec3 cPos = vec3(0, clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.0),6.,75.));
if (u_time > 7.5)
{
cPos += vec3(0, clamp(7.5-u_time,-1.,0.), 0.);
}
return cPos;
}
void main() void main()
{ {
// Initialization // Initialization
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; 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); vec3 ro = cameraPos();
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 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction vec3 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction
vec3 col = vec3(0); // color vec3 col = vec3(0); // color
@ -410,7 +410,7 @@ void main()
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); 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.){ else if(mat==3.){
col *= vec3(0.8471, 0.8549, 0.4667) + noise(p.yz*1000., 0.1) + noise(p.xy*1000., 0.1); 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.){ else if(mat==4.){
col *= vec3(.1,0.1,0.1); col *= vec3(.1,0.1,0.1);