uniform vec2 u_resolution; uniform float u_time; uniform sampler2D texture_sampler; uniform sampler2D texts; // Rotate mat2 rot2D(float angle) { float s = sin(angle); float c = cos(angle); return mat2(c, -s, s, c); } // Exponential smoothing float smin( float a, float b, float k ) { k *= 1.0; float r = exp2(-a/k) + exp2(-b/k); return -k*log2(r); } 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+999., 0.2) + 0.5*noise(10.*(p.xy+2.0)-u_time+999., 0.2); } ///////////////// // GEOMETRY // ///////////////// float sdCylinder(vec3 p, vec3 a, vec3 b, float r) { vec3 ba = b - a; vec3 pa = p - a; float baba = dot(ba,ba); float paba = dot(pa,ba); float x = length(pa*baba-ba*paba) - r*baba; float y = abs(paba-baba*0.5)-baba*0.5; float x2 = x*x; float y2 = y*y*baba; float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0)); return sign(d)*sqrt(abs(d))/baba; } float sdBox( in vec2 p, in vec2 r ) { return length( max(abs(p)-r,0.0) ); } float sdBox2(vec3 p, vec3 b) { vec3 q = abs(p) - b; return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); } float sdSphere(vec3 p, float r){ return length(p) -r; } float sdTriPrism( vec3 p, vec2 h, float rot ) { p.xy *= rot2D(rot); const float k = sqrt(3.0); h.x *= 0.5*k; p.xy /= h.x; p.x = abs(p.x) - 1.0; p.y = p.y + 1.0/k; if( p.x+k*p.y>0.0 ) p.xy=vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; p.x -= clamp( p.x, -2.0, 0.0 ); float d1 = length(p.xy)*sign(-p.y)*h.x; float d2 = abs(p.z)-h.y; return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.); } ////////////////// // ANIMATION // ////////////////// const float TWOPI = 6.28318530718; // POSITIONS vec3 lookAtPoint = vec3(0, -0.5, 0.); 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 = 9.0; const float glyphPhase = 2.0; // COLORS vec3 glyphColor = vec3(0.95, 0.35, 0.06); // glyph color vec3 color1 = vec3(0.44, 0.29, 0.46); // fog color1 vec3 color2 = vec3(0.75, 0.45, 0.23); // fog color2 vec3 color3 = vec3(0.29, 0.17, 0.35); // indirect light color vec3 color4 = vec3(0.7, 0.27, 0.09); // sky color1 vec3 color5 = vec3(0.09, 0.05, 0.66); // sky color2 vec3 light1Color = vec3(0.91, 0.57, 0.73); vec3 light2Color = vec3(0.83, 0.71, 0.54); // with duration d, startTime s and speed up with timeFact float timedSine(float maxCycles, float startTime, float timeFact) { float pi = TWOPI / 2.0; startTime *= timeFact; float phase = ((u_time * timeFact) - startTime) / pi; phase = min(phase, maxCycles); return pi * phase; } float calcFactor (float startTime) { float factor = 9.0 + 9.0*clamp(sin(timedSine(1.5, startTime, 4.0) * 0.06), -0.9, 0.9); return factor; } // Animate ring movements vec3 ringAnim( in vec3 p) { for (float i = 0.0; i<7.0; i++) { float rotateDelay = STARTDELAY + (i * glyphPhase); if(u_time > rotateDelay) { if(mod(i,2.0) >= 1.0) { p.xy = rot2D(calcFactor(rotateDelay) * -1.0) * p.xy; } else { p.xy = rot2D(calcFactor(rotateDelay)) * p.xy; } } } return p; } // Animate prism movements float prismAnim(in float x, in float delay) { if(u_time >= delay) { x += (0.045*clamp(sin((timedSine(3.0, delay, 40.0) * 0.4)),-0.8, 0.8)); } return x; } ////////////// // SCENE // ////////////// vec2 map(in vec3 p) { float mat = 0.; // Stargate // Ring boxes const float an = TWOPI/24.0; float sector = floor(atan(p.y,p.x)/an + 0.5); float angrot = sector*an; vec3 q = p; q.xy = mat2(cos(angrot),-sin(angrot), sin(angrot), cos(angrot))*q.xy; float d = sdBox( q.xy - vec2(1.8,0.0), vec2(0.24,0.14) ) - 0.02; // Main ring float d2 = abs(length(p.xy) - 1.8) - 0.2; d = min(d,d2); // Inner ring float d3 = abs(length(p.xy) - 1.75) - 0.08; d3 = smax( d3, abs(p.z - 0.1)-0.04, 0.005 ); d = max(-d3,d); // 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++ ) { float secDist = TWOPI / 8.0; // sector distance float angle = ((24.67 / TWOPI )); // sector size vec3 q = p; float rotationIncrement = angle + (index * secDist); // Nudge first and the last prism out of the ground if (i == 1) { rotationIncrement = rotationIncrement + 0.2; } if (i == 7) { rotationIncrement = rotationIncrement - 0.2; } q.xy = rot2D(rotationIncrement) * q.xy; float rotateDelay = STARTDELAY + ((index - 2.0) * 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 - 0.14, q2.y - 0.0 , q2.z), vec2(0.22,0.22), 0.5) - 0.01; float prismIn = sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(0.2,0.12), 0.5) - 0.02; float prismTop = sdTriPrism(vec3(q.x - 0.06, q.y, q.z), vec2(0.10,0.15), 0.5) - 0.01; 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) { if(u_time > rotateDelay + 0.2) { mat = 5.; } } } index += 1.0; } //Rotating glyphs vec3 p2 = ringAnim(p); float an2 = (TWOPI/32.0); float sector2 = floor((atan(p2.y,p2.x)/an2) + 0.5 ); float angrot2 = sector2*an2; vec3 q2 = p2; 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; const float stepWidth = 2.0; float steps = 1000.; for(int i = 0; i < 4; i++) { float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(stepWidth,stepHeight,stepDist)) - 0.05; steps = min(steps, step); d = min(d, step); 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.); sand += noise(p.yz, .25); sand += 0.025*noise(p.xz*50.+100., .05); d = min(d,sand); float water = 1000.; 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), clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.0)); float cylinder3 = sdCylinder ( p, vec3(0.,0.,1.), vec3(0.,0.,-1.), 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; } else if (d==steps) { mat = 2.0; } else 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 < 100; 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 > 500.) 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(d delay) { o += (0.25 - smoothstep(-0.7,0.5,sin((timedSine(1.5, delay, 35.0))))) * 0.1; } return o; } vec3 cameraPos() { // first zoom in to the gate 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.); } // close up shot for 1st glyph lock if (u_time > 10.5) { cPos = vec3(2.0,-1.0,1.0); } //zoom away for 2nd glyph animation if (u_time > 12.) { cPos = vec3(-1.0, -1.0, 4.0); } //close up shot for the 2nd glyph lock cPos.z = cameraZoomAnim(cPos.z); return cPos; } vec3 cameraPointAt(vec3 p) { // look at 1st glyph if(u_time > 10.5) { p = glyph1Pos; } if(u_time > 12.) { p = vec3(0.0,0.1,0.0); } 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(-1.0,0.8,sin((timedSine(0.8, delay, 8.0)*2.0))); col = mix(col, glyphColor * (x * 1.4), x * 0.76); } 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(lookAtPoint), 2.); // ray direction vec3 col = vec3(0); // color float d = rayMarch(ro, rd); if (d < 500.) { // 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( -3, 5, 5), 1., 0.2); // Color for light 2 col += vec3(dif * light1Color); dif = getLight(p, vec3( 3, -2, 5), 0.75, .8); // Color for light 2 col += vec3(dif * light2Color); vec3 lightPosition = glyph1Pos; lightPosition.z = lightPosition.z + 0.3; // dif = getLight(p, lightPosition, 3.75, 1.0); // float minLight = 0.01; // float radius = sqrt(1.0 / (lightPosition * minLight)) vec3 ld = lightPosition-p; float len = length( ld ); // Distance from the light to the surface point. ld /= len; // Normalizing the light-to-surface, aka light-direction, vector. // float lightAtten = min( 1.0 / ( 0.25*len*len ), 1.0 ); // Keeps things between 0 and 1. // float att = clamp(1.0 - len/radius, 0.0, 1.0); float att = 8.0 / (1.0 + 8.1*len + 0.01*len*len); // light attenuation if(u_time > 10.76) { col += vec3(dif * glyphColor * att); } vec3 n = getNormal(p); vec3 dir = vec3(1. , 10., 1.); float ind = clamp( dot( n, normalize(dir )), 0.0, 1.0 ); col += color3 * ind; if(mat==0.){ col *= vec3(.3,0.3,0.3); } else if(mat==1.){ col *= vec3(0.,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(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.xz*1000.+5000., 0.1) + noise(p.xz*1000.+5000., 0.1); } else if(mat==4.){ col *= vec3(.1,0.1,0.1); } else if(mat ==5.) { col *= glyphColor; // activated glyph color } 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 = mix(color4, color5, rd.y * 1.2); } col = colorFlashesAnim(col); // animated color flash gl_FragColor = vec4(postProcess(col), 1); }