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 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<length(lightPos-p)) dif *= shadow;
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
@ -354,17 +349,22 @@ vec3 postProcess(vec3 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()
{
// 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);
}