// precision mediump float; uniform vec2 u_resolution; uniform float u_time; const float PI = 22./7.; // Rotate mat2 rot2D(float angle) { float s = sin(angle); float c = cos(angle); return mat2(c, -s, s, c); } float smax( float a, float b, float k ) { float h = max(k-abs(a-b),0.0); return max(a, b) + h*h*0.25/k; } float hash(vec2 p) { p = 50.*fract( p*0.3183099); return fract( p.x*p.y*(p.x+p.y) ); } float noise( in vec2 p, float scale ) { vec2 i = floor( p ); 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), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } float displacement( vec3 p ) { return noise(10.*p.xy+u_time+1e3, 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+1e3, 0.2); } ///////////////// // GEOMETRY // ///////////////// float sdCappedCylinder( vec3 p, float h, float r ) { vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h); return min(max(d.x,d.y),0.0) + length(max(d,0.0)); } float sdBox( in vec2 p, in vec2 r ) { return length( max(abs(p)-r,0.) ); } float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); } float sdTriPrism( vec3 p, vec2 h, float rot ) { p.xy *= rot2D(rot); vec3 q = abs(p); return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); } ////////////////// // ANIMATION // ////////////////// // POSITIONS /* const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); const vec3 glyph2Pos = vec3(2.0,0.0,0.0); const vec3 glyph3Pos = vec3(1.5,1.4,0.0); const vec3 glyph4Pos = vec3(0.0,2.0,0.0); const vec3 glyph5Pos = vec3(1.5,1.4,0.0); const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); */ // DELAYS const float STARTDELAY = 9.; const float glyphPhase = 2.; // COLORS vec3 fogColor1 = vec3(.4, .2, .4); // fog color1 vec3 fogColor2 = vec3(.7, .4, .2); // fog color2 vec3 indirColor = vec3(.2, .1, .3); // indirect light color vec3 light1Color = vec3(.9, .5, .7); vec3 light2Color = vec3(.8, .7, .5); // with duration d, startTime s and speed up with timeFact float timedSine(float maxCycles, float startTime, float timeFact) { startTime *= timeFact; float phase = ((u_time * timeFact) - startTime) / PI; return PI * min(phase, maxCycles); } float calcFactor (float startTime) { float factor = 9. + 9.*clamp(sin(timedSine(1.5, startTime, 4.) * 0.06), -.9, .9); return factor; } // Animate ring movements vec3 ringAnim( in vec3 p) { for (float i = 0.; i < 7.; i++) { float rotateDelay = STARTDELAY + (i * glyphPhase); if(u_time > rotateDelay) { float o = 1.; if(mod(i,2.) >= 1.) { o = -1.; } p.xy *= rot2D(calcFactor(rotateDelay)*o); } } return p; } // Animate prism movements float prismAnim(in float x, in float delay) { if(u_time >= delay) { x += (.045*clamp(sin((timedSine(3., delay, 40.) * .4)),-.8, .8)); } return x; } ////////////// // SCENE // ////////////// vec2 map(in vec3 p) { float mat = 0.; // Stargate // Ring boxes const float an = PI/12.; float angrot = floor(atan(p.y,p.x)/an + .5)*an; vec3 q = p; q.xy = mat2(cos(angrot),-sin(angrot), sin(angrot), cos(angrot))*q.xy; float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02; // Main ring float d2 = abs(length(p.xy) - 1.8) - .2; d = min(d,d2); // Inner ring float d3 = abs(length(p.xy) - 1.75) - .08; d3 = smax( d3, abs(p.z - .1)-.04, .005 ); d = max(-d3,d); // Depth slice rings d = smax( d, abs(p.z)-.1, .02 ); // Prisms for(float i = 0.; i < 8.; i++ ) { float secDist = PI / 4.; // sector distance float angle = 24.67 / (PI * 2.); // sector size vec3 q = p; float rotationIncrement = angle + ((i+1.)*secDist); // Nudge first and the last prism out of the ground if (i == 1.) rotationIncrement += .2; if (i == 7.) rotationIncrement -= .2; q.xy = rot2D(rotationIncrement) * q.xy; float rotateDelay = STARTDELAY + ((i - 1.) * glyphPhase + 1.5); // We can now call each prism by it's index // draw all except the middle bottom prism if (i > 0.) { q.x -= 1.95; vec3 q2 = q; // new point for movable parts if(u_time > rotateDelay) q2.x = prismAnim(q2.x, rotateDelay); float prismOut = sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01; float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02; float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) - .01; float d4 = max(-prismOut, prismIn); d4 = min(d4, prismTop); d = min(d, d4); // glyph locking thing material if (d == d4) mat = 4.; // glyph locking prism material if( d == prismTop && u_time > rotateDelay + .2) mat = 5.; } } //Rotating glyphs vec3 p2 = ringAnim(p); float an2 = PI/16.; vec3 q2 = p2; q2.xy = rot2D(floor((atan(p2.y,p2.x)/an2) + .5)*an2)*q2.xy; float d5 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02; d = min(d, d5); if (d==d5) mat = 4.; // Gate Base float stepDist = 1.5; float steps = 1e3; for(int i = 0; i < 4; i++) { float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05; steps = min(steps, step); d = min(d, step); stepDist += .2; } float sand = (p.y + 4.25) + 1.5*noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.); //sand += noise(p.yz, .25); // + 0.025*noise(p.xz*50.+100., .05); d = min(d,sand); float water = 1000.; float cylinder1 = sdCappedCylinder ( p, .025, 1.6); float cylinder2 = sdCappedCylinder ( p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)); float cylinder3 = sdCappedCylinder ( p, 0.3, 1.6); float disp = 0.; disp = displacement(p)*clamp(((u_time-24.0)*0.5), 0., 0.25); cylinder1 = cylinder1 + disp; water = max(-cylinder2, cylinder1); water = max(water, cylinder3); d = min(d, water); if (d==water) mat = 1.0; if (d==steps) mat = 2.0; if (d==sand) mat = 3.0; return vec2( d, mat ); } //////////////// // DRAWING // //////////////// float rayMarch(vec3 ro, vec3 rd) { float t = 0.; // total distance travelled float d; // Raymarching for (int i = 0; i < 90; i++) { vec3 p = ro + rd * t; // "cast" rays d = map(p).x; // Get distance to objects t += d; // "march" the ray if (abs(d) < .002 || t > 400.) break; } return t; } vec3 getNormal(vec3 p) { float d = map(p).x; vec2 e = vec2(.01, 0.); vec3 n = d - vec3( map(p-e.xyy).x, map(p-e.yxy).x, map(p-e.yyx).x); return normalize(n); } 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(abs(d) 7.5) cPos += vec3(0., clamp(7.5-u_time,-1.,0.), 0.); // close up shot for 1st glyph lock if (u_time > 10.5) cPos = vec3(2.,-1.,1.); //zoom away for 2nd glyph animation if (u_time > 12.) cPos = vec3(-1., -1., 4.); //close up shot for the 2nd glyph lock // !NOTE: disabled by petri due takes alot of space and has small visual impact on the scene /* float delay = 11.2; if(u_time > delay) cPos.z += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; */ return cPos; } vec3 cameraPointAt() { vec3 p = vec3(0., -.5, 0.); // look at 1st glyph if (u_time > 10.5) p = vec3(1.7,-1.1,0.); // look gate at distance if(u_time > 12.) p = vec3(.0,.1,0.); return p; } // flash screen with glyph color when it is locked vec3 colorFlashesAnim(in vec3 col) { float delay = 10.75; if(u_time > delay) { float x = smoothstep(-1.,.8,sin((timedSine(.8, delay, 8.)*2.))); col = mix(col, vec3(.95, .35, .06) * (x * 1.4), x *.76); } return col; } void main() { // Initialization vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; vec3 ro = cameraPos(); vec3 rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.); // ray direction vec3 col = vec3(0.); // color float d = rayMarch(ro, rd); if (d < 150.) { // 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)); // Light 2 dif = getLight(p, vec3( 10., 15., 25.), 1., .2); col += dif * light1Color; dif = getLight(p, vec3( 4., 2., -15.), 1., 1.); col += dif * light2Color; /*vec3 lightPosition = vec3(1.7,-1.1,0.3); float len = length( lightPosition - p); float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation if(u_time > 10.76) { col += vec3(dif * vec3(0.95, 0.35, 0.06) * att); }*/ // indirect lightning -> vec3 in normalize is light direction col += indirColor * clamp( dot( getNormal(p), normalize(vec3(0. , 1., 10.))), 0., 1.); if(mat==0.) col *= vec3(.3); else if(mat==1.) col *= vec3(0.,0.,.5); // + (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)); else if(mat==2.) col *= vec3(.3, .1, .0); // - 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(.8, .8, .5) + noise(p.xz*500.+100., .3); // + noise(p.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); else if(mat==4.) col *= vec3(.1); else if(mat ==5.) col *= vec3(0.9, 0.3, 0.); // activated glyph color } float fogAmount = .01; // col = col*exp(-d*fogAmount) + applyFog(col, d, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-d*fogAmount)); col = applyFog(col, d, rd, vec3(0., -.1, -1.), fogAmount); col = colorFlashesAnim(col); // animated color flash gl_FragColor = vec4(postProcess(col), 1.); }