Maastoa ja kameraa
This commit is contained in:
46
shader.glsl
46
shader.glsl
@ -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);
|
||||||
|
|||||||
Reference in New Issue
Block a user