additions

This commit is contained in:
2024-07-26 00:54:30 +03:00
parent f9ecf51295
commit c2d5cd9ee4
8 changed files with 1734 additions and 226 deletions

View File

@ -1,3 +1,4 @@
//precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D texture_sampler;
@ -36,7 +37,7 @@ 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);
}
@ -44,7 +45,7 @@ float noise( in vec2 p, float scale )
float displacement( vec3 p )
{
return noise(10.*p.xy+u_time, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time, 0.2);
return noise(10.*p.xy+u_time+999., 0.4) + 0.5*noise(10.*(p.xz+2.0)-u_time+999., 0.4);
}
/////////////////
@ -109,39 +110,33 @@ float ringRotateFunc(float d, float s, float timeFact) {
float startTime = s;
float phase = ((u_time * timeFact) - startTime) / TWOPI;
phase = min(phase, maxCycles);
return TWOPI * phase;
return TWOPI * phase;
}
// Animate ring movements
vec3 ringAnim( in vec3 p) {
const float STARTDELAY = 9.0;
const float STARTDELAY = 2.0;
float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
// delay start
if( u_time >= STARTDELAY ) {
p.xy = rot2D(factor) * p.xy;
}
float factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
if(u_time >= 14.0) {
factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9);
p.xy = rot2D(factor * -1.0) * p.xy;
}
// delay start
if( u_time >= STARTDELAY ) {
factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 0.0, 1.0) * 0.05), -0.9, 0.9);
p.xy = rot2D(factor) * p.xy;
}
if(u_time >= 14.0) {
factor = 9.0+9.0*clamp(sin(ringRotateFunc(2.0, 14.0, 1.0) * 0.05), -0.9, 0.9);
p.xy = rot2D(factor * -1.0) * p.xy;
}
return p;
return p;
}
// Animate prism movements
float prismAnim(in float x, in float delay) {
if(u_time >= delay) {
x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
}
return x;
if(u_time >= delay) {
x += (0.045*clamp(sin((ringRotateFunc(2.4, delay*10.0, 10.0) * 0.4)),-0.9, 0.9));
}
return x;
}
@ -149,7 +144,7 @@ return x;
// SCENE //
//////////////
vec2 map( in vec3 p)
vec2 map(in vec3 p)
{
float mat = 0.;
// Stargate
@ -162,8 +157,8 @@ 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);
@ -174,13 +169,11 @@ 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++ ) {
//vec3 p2 = prismAnim(p);
float secDist = TWOPI / 8.0; // sector distance
float angle = ((24.67 / TWOPI )); // sector size
vec3 q = p;
@ -194,30 +187,25 @@ vec2 map( in vec3 p)
rotationIncrement = rotationIncrement - 0.2;
}
float prismSector = floor(atan(p.y,p.x)/(rotationIncrement) + 0.5);
// 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 = q.x - 1.95;
if(i == 1) {
q.x = prismAnim(q.x, 13.0);
}
if(i == 2) {
q.x = prismAnim(q.x, 26.0);
}
if (i > 0) {
q.x -= 1.95;
q.x = prismAnim(q.x, float(i)*1.);
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);
if (d==d4) {
mat = 4.;
}
}
index += 1.0;
}
}
//Rotating glyphs
vec3 p2 = ringAnim(p);
float an2 = (TWOPI/32.0);
@ -227,8 +215,10 @@ vec2 map( in vec3 p)
q2.xy = rot2D(angrot2)*q2.xy;
float d5 = sdBox2( q2.xyz - vec3(1.75,0.0,0.0), vec3(0.04, 0.14, 0.05) ) - 0.02;
d = min(d, d5);
if (d==d5) {
mat = 4.;
}
// Gate Base
const float stepHeight = 0.1;
float stepDist = 1.5;
@ -245,19 +235,22 @@ vec2 map( in vec3 p)
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.,1.), vec3(0.,0.,-1), (2. - (u_time*2.0 - 2.0*2.0)));
float cylinder2 = sdCylinder ( p, vec3(0.,0.,0.), 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 > 5.0){
disp = displacement(p+4.)*min(((u_time-5.0)*0.5), 0.25);
if (u_time > 2.0){
disp = displacement(p)*min(((u_time-14.0)*0.5), 0.25);
}
cylinder1 = cylinder1 + disp;
water = max(-cylinder2, cylinder1);
water = max(water, cylinder3);
water = max(-cylinder2+disp, cylinder1);
//water = max(water, cylinder3);
d = min(d, water);
}
if (d==min(water,0.1))
float sand = (p.y + 4.25) + noise((p.xz*0.04)+100., 9.);
d = min(d,sand);
if (d==water)
{
mat = 1.0;
}
@ -265,6 +258,10 @@ vec2 map( in vec3 p)
{
mat = 2.0;
}
else if (d==sand) {
mat = 3.0;
}
return vec2( d, mat );
}
@ -273,22 +270,18 @@ vec2 map( in vec3 p)
////////////////
float rayMarch(vec3 ro, vec3 rd) {
float t = 0.; // total distance travelled
float d;
// Raymarching
for (int i = 0; i < 80; i++) {
for (int i = 0; i < 200; i++) {
vec3 p = ro + rd * t; // "cast" rays
d = map(p).x; // Get distance to objects
t += d; // "march" the ray
if (d< .001 || t>100.) break;
if (abs(d) < .001 || t > 800.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
float d = map(p).x;
vec2 e = vec2(.01, 0);
@ -303,17 +296,25 @@ vec3 getNormal(vec3 p) {
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow) {
vec3 l = normalize(lightPos - p);
vec3 n = getNormal(p);
float dif = clamp(dot(n, l), 0., intensity);
// Shadows
float d = rayMarch(p+n*.0025, l);
if(d<length(lightPos-p)) dif *= shadow;
if( d<length(lightPos-p)) dif *= shadow;
return dif;
}
vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z)
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
float fogAmount = 1.0 - exp(-t*b);
float sunAmount = max( dot(rd, lightDir), 0.0 );
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
vec3(0.302, 0.3176, 0.3725), // yellow
pow(sunAmount,8.0) );
return mix( col, fogColor, fogAmount );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = normalize(l-p),
r = normalize(cross(vec3(0,1,0), f)),
@ -324,68 +325,104 @@ vec3 GetRayDir(vec2 uv, vec3 p, vec3 l, float z)
return d;
}
void main( )
vec3 postProcess(vec3 col) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = gl_FragCoord.xy/u_resolution.xy;
// Vignette
float radius = 0.9;
float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5)));
col = mix(col, col * d, .9);
// Contrast = a
col = mix(col, smoothstep(0.0, 1.0, col), 0.9);
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow( col, vec3(1.0/2.2) ); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col;
}
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, 3);
//ro.yz *= rot2D(-m.y*3.14+1.);
//ro.xz *= rot2D(-m.x*6.2831);
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 rd = GetRayDir(uv, ro, vec3(0, 0., 0.), 1.); // ray direction
vec3 rd = getCameraRayDir(uv, ro, vec3(0, -1., 0.), 1.); // ray direction
vec3 col = vec3(0); // color
if(u_time > 0.0)
{
float d = rayMarch(ro, rd);
float d = rayMarch(ro, rd);
if (d < 1000.)
{
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d;
float mat = map(p).y;
// Light 1
// Light 1 Position
vec3 lightPos1 = vec3( 3, 5, 4);
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
float dif = getLight(p, lightPos1, 0.75, 0.2);
float dif = 0.; //getLight(p, vec3( 2, 50, 2), .5, .2);
// Color for light 1
col = vec3(dif * vec3(1));
// col = vec3(dif * vec3(0.9216, 0.9294, 0.9412));
// Light 2
vec3 lightPos2 = vec3( -3, 5, -4);
dif = getLight(p, lightPos2, 0.75, 0.1);
dif = getLight(p, vec3( -3, 5, 5), 1., 0.2);
// Color for light 2
col += vec3(dif * vec3(0.5,0.2,0.1));
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;
if(mat==0.){
col *= vec3(1,1,1);
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(0.545,0.27,0.074) - 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.){
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);
}
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(col, 1);
}
else {
// ************* post-process pass ******************
// Uncomment this to try a post-processing "effect"
gl_FragColor = texture2D(texture_sampler, (gl_FragCoord.xy / u_resolution ));
}
gl_FragColor = vec4(postProcess(col), 1);
}