Files
4kintro/shadertoy.glsl
2024-07-26 00:54:30 +03:00

967 lines
28 KiB
GLSL

#define u_time iTime
#define u_resolution iResolution
precision mediump float;
struct Ray {
vec3 rd;
vec3 dir;
};
vec2 getUV(vec2 offset) {
vec2 uv = 2.0 *((gl_FragCoord.xy + offset*0.5)/u_resolution.xy - 0.5);
uv.x *= u_resolution.x/u_resolution.y; // Correct for aspect ratio
return uv;
}
mat2 scale(vec2 scale){
return mat2(1. / scale.x, 0.0, 0.0, 1./scale.y);
}
////////////////////////////////////////////////////////////////
//
// HG_SDF
//
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
//
// version 2021-07-28
//
// Check https://mercury.sexy/hg_sdf for updates
// and usage examples. Send feedback to spheretracing@mercury.sexy.
//
// Brought to you by MERCURY https://mercury.sexy/
//
//
//
// Released dual-licensed under
// Creative Commons Attribution-NonCommercial (CC BY-NC)
// or
// MIT License
// at your choice.
//
// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
//
// /////
////////////////////////////////////////////////////////////////
//
// HELPER FUNCTIONS/MACROS
//
////////////////////////////////////////////////////////////////
const float PI = 3.14159265;
const float TAU = (2.*PI);
const float PHI = sqrt(5.)*0.5 + 0.5;
// Sign function that doesn't return 0
float sgn(float x) {
return (x < 0. )? -1. : 1.;
}
vec2 sgn(vec2 v) {
return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.);
}
float square (float x) {
return x*x;
}
vec2 square (vec2 x) {
return x*x;
}
vec3 square (vec3 x) {
return x*x;
}
float lengthSqr(vec3 x) {
return dot(x, x);
}
// Maximum/minumum elements of a vector
float vmax(vec2 v) {
return max(v.x, v.y);
}
float vmax(vec3 v) {
return max(max(v.x, v.y), v.z);
}
float vmax(vec4 v) {
return max(max(v.x, v.y), max(v.z, v.w));
}
float vmin(vec2 v) {
return min(v.x, v.y);
}
float vmin(vec3 v) {
return min(min(v.x, v.y), v.z);
}
float vmin(vec4 v) {
return min(min(v.x, v.y), min(v.z, v.w));
}
////////////////////////////////////////////////////////////////
//
// PRIMITIVE DISTANCE FUNCTIONS
//
////////////////////////////////////////////////////////////////
//
// Conventions:
//
// Everything that is a distance function is called fSomething.
// The first argument is always a point in 2 or 3-space called <p>.
// Unless otherwise noted, (if the object has an intrinsic "up"
// side or direction) the y axis is "up" and the object is
// centered at the origin.
//
////////////////////////////////////////////////////////////////
float fSphere(vec3 p, float r) {
return length(p) - r;
}
// Plane with normal n (n is normalized) at some distance from the origin
float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
return dot(p, n) + distanceFromOrigin;
}
// Cheap Box: distance to corners is overestimated
float fBoxCheap(vec3 p, vec3 b) { //cheap box
return vmax(abs(p) - b);
}
// Box: correct distance to corners
float fBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
}
// Same as above, but in two dimensions (an endless box)
float fBox2Cheap(vec2 p, vec2 b) {
return vmax(abs(p)-b);
}
float fBox2(vec2 p, vec2 b) {
vec2 d = abs(p) - b;
return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.)));
}
// Endless "corner"
float fCorner (vec2 p) {
return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.)));
}
// Cylinder standing upright on the xz plane
float fCylinder(vec3 p, float r, float height) {
float d = length(p.xz) - r;
d = max(d, abs(p.y) - height);
return d;
}
// Capsule: A Cylinder with round caps on both sides
float fCapsule(vec3 p, float r, float c) {
return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
}
// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
float fLineSegment(vec3 p, vec3 a, vec3 b) {
vec3 ab = b - a;
float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. );
return length((ab*t + a) - p);
}
// Capsule version 2: between two end points <a> and <b> with radius r
float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
return fLineSegment(p, a, b) - r;
}
// Torus in the XZ-plane
float fTorus(vec3 p, float smallRadius, float largeRadius) {
return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
}
// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
float fCircle(vec3 p, float r) {
float l = length(p.xz) - r;
return length(vec2(p.y, l));
}
// A circular disc with no thickness (i.e. a cylinder with no height).
// Subtract some value to make a flat disc with rounded edge.
float fDisc(vec3 p, float r) {
float l = length(p.xz) - r;
return l < 0. ? abs(p.y) : length(vec2(p.y, l));
}
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x);
//this is mathematically equivalent to this line, but less efficient:
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
}
// Hexagonal prism, incircle variant
float fHexagonIncircle(vec3 p, vec2 h) {
return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y));
}
// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
float fCone(vec3 p, float radius, float height) {
vec2 q = vec2(length(p.xz), p.y);
vec2 tip = q - vec2(0, height);
vec2 mantleDir = normalize(vec2(height, radius));
float mantle = dot(tip, mantleDir);
float d = max(mantle, -q.y);
float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
// distance to tip
if ((q.y > height) && (projected < 0.)) {
d = max(d, length(tip));
}
// distance to base ring
if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
d = max(d, length(q - vec2(radius, 0)));
}
return d;
}
////////////////////////////////////////////////////////////////
//
// DOMAIN MANIPULATION OPERATORS
//
////////////////////////////////////////////////////////////////
//
// Conventions:
//
// Everything that modifies the domain is named pSomething.
//
// Many operate only on a subset of the three dimensions. For those,
// you must choose the dimensions that you want manipulated
// by supplying e.g. <p.x> or <p.zx>
//
// <inout p> is always the first argument and modified in place.
//
// Many of the operators partition space into cells. An identifier
// or cell index is returned, if possible. This return value is
// intended to be optionally used e.g. as a random seed to change
// parameters of the distance functions inside the cells.
//
// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
// are centered on the origin so objects don't have to be moved to fit.
//
//
////////////////////////////////////////////////////////////////
// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
// Read like this: R(p.xz, a) rotates "x towards z".
// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
void pR(inout vec2 p, float a) {
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
// Shortcut for 45-degrees rotation
void pR45(inout vec2 p) {
p = (p + vec2(p.y, -p.x))*sqrt(0.5);
}
// Repeat space along one axis. Use like this to repeat along the x axis:
// <float cell = pMod1(p.x,5);> - using the return value is optional.
float pMod1(inout float p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
return c;
}
// Same, but mirror every second cell so they match at the boundaries
float pModMirror1(inout float p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p + halfsize,size) - halfsize;
p *= mod(c, 2.0)*2. - 1.;
return c;
}
// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
float pModSingle1(inout float p, float size) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
if (p >= 0.)
p = mod(p + halfsize, size) - halfsize;
return c;
}
// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
float pModInterval1(inout float p, float size, float start, float stop) {
float halfsize = size*0.5;
float c = floor((p + halfsize)/size);
p = mod(p+halfsize, size) - halfsize;
if (c > stop) { //yes, this might not be the best thing numerically.
p += size*(c - stop);
c = stop;
}
if (c <start) {
p += size*(c - start);
c = start;
}
return c;
}
// Repeat around the origin by a fixed angle.
// For easier use, num of repetitions is use to specify the angle.
float pModPolar(inout vec2 p, float repetitions) {
float angle = 2.*PI/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
float c = floor(a/angle);
a = mod(a,angle) - angle/2.;
p = vec2(cos(a), sin(a))*r;
// For an odd number of repetitions, fix cell index of the cell in -x direction
// (cell index would be e.g. -5 and 5 in the two halves of the cell):
if (abs(c) >= (repetitions/2.)) c = abs(c);
return c;
}
// Repeat in two dimensions
vec2 pMod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5,size) - size*0.5;
return c;
}
// Same, but mirror every second cell so all boundaries match
vec2 pModMirror2(inout vec2 p, vec2 size) {
vec2 halfsize = size*0.5;
vec2 c = floor((p + halfsize)/size);
p = mod(p + halfsize, size) - halfsize;
p *= mod(c,vec2(2.))*2. - vec2(1);
return c;
}
// Same, but mirror every second cell at the diagonal as well
vec2 pModGrid2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5, size) - size*0.5;
p *= mod(c,vec2(2.))*2. - vec2(1.);
p -= size/2.;
if (p.x > p.y) p.xy = p.yx;
return floor(c/2.);
}
// Repeat in three dimensions
vec3 pMod3(inout vec3 p, vec3 size) {
vec3 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5, size) - size*0.5;
return c;
}
// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
float pMirror (inout float p, float dist) {
float s = sgn(p);
p = abs(p)-dist;
return s;
}
// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
// translate by dist before mirroring.
vec2 pMirrorOctant (inout vec2 p, vec2 dist) {
vec2 s = sgn(p);
pMirror(p.x, dist.x);
pMirror(p.y, dist.y);
if (p.y > p.x)
p.xy = p.yx;
return s;
}
// Reflect space at a plane
float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
float t = dot(p, planeNormal)+offset;
if (t < 0.) {
p = p - (2.*t)*planeNormal;
}
return sgn(t);
}
////////////////////////////////////////////////////////////////
//
// OBJECT COMBINATION OPERATORS
//
////////////////////////////////////////////////////////////////
//
// We usually need the following boolean operators to combine two objects:
// Union: OR(a,b)
// Intersection: AND(a,b)
// Difference: AND(a,!b)
// (a and b being the distances to the objects).
//
// The trivial implementations are min(a,b) for union, max(a,b) for intersection
// and max(a,-b) for difference. To combine objects in more interesting ways to
// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
// can use combination operators. It is common to use some kind of "smooth minimum"
// instead of min(), but we don't like that because it does not preserve Lipschitz
// continuity in many cases.
//
// Naming convention: since they return a distance, they are called fOpSomething.
// The different flavours usually implement all the boolean operators above
// and are called fOpUnionRound, fOpIntersectionRound, etc.
//
// The basic idea: Assume the object surfaces intersect at a right angle. The two
// distances <a> and <b> constitute a new local two-dimensional coordinate system
// with the actual intersection as the origin. In this coordinate system, we can
// evaluate any 2D distance function we want in order to shape the edge.
//
// The operators below are just those that we found useful or interesting and should
// be seen as examples. There are infinitely more possible operators.
//
// They are designed to actually produce correct distances or distance bounds, unlike
// popular "smooth minimum" operators, on the condition that the gradients of the two
// SDFs are at right angles. When they are off by more than 30 degrees or so, the
// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
// case is parallel surfaces that are close to each other.
//
// Most have a float argument <r> to specify the radius of the feature they represent.
// This should be much smaller than the object size.
//
// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
// their influence (and computation cost) to a certain area. You might
// want to lift that restriction or enforce it. We have left it as comments
// in some cases.
//
// usage example:
//
// float fTwoBoxes(vec3 p) {
// float box0 = fBox(p, vec3(1));
// float box1 = fBox(p-vec3(1), vec3(1));
// return fOpUnionChamfer(box0, box1, 0.2);
// }
//
////////////////////////////////////////////////////////////////
// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
float fOpUnionChamfer(float a, float b, float r) {
return min(min(a, b), (a - r + b)*sqrt(0.5));
}
// Intersection has to deal with what is normally the inside of the resulting object
// when using union, which we normally don't care about too much. Thus, intersection
// implementations sometimes differ from union implementations.
float fOpIntersectionChamfer(float a, float b, float r) {
return max(max(a, b), (a + r + b)*sqrt(0.5));
}
// Difference can be built from Intersection or Union:
float fOpDifferenceChamfer (float a, float b, float r) {
return fOpIntersectionChamfer(a, -b, r);
}
// The "Round" variant uses a quarter-circle to join the two objects smoothly:
float fOpUnionRound(float a, float b, float r) {
vec2 u = max(vec2(r - a,r - b), vec2(0));
return max(r, min (a, b)) - length(u);
}
float fOpIntersectionRound(float a, float b, float r) {
vec2 u = max(vec2(r + a,r + b), vec2(0));
return min(-r, max (a, b)) + length(u);
}
float fOpDifferenceRound (float a, float b, float r) {
return fOpIntersectionRound(a, -b, r);
}
// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
float fOpUnionColumns(float a, float b, float r, float n) {
if ((a < r) && (b < r)) {
vec2 p = vec2(a, b);
float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
pR45(p);
p.x -= sqrt(2.)/2.*r;
p.x += columnradius*sqrt(2.);
if (mod(n,2.) == 1.) {
p.y += columnradius;
}
// At this point, we have turned 45 degrees and moved at a point on the
// diagonal that we want to place the columns on.
// Now, repeat the domain along this direction and place a circle.
pMod1(p.y, columnradius*2.);
float result = length(p) - columnradius;
result = min(result, p.x);
result = min(result, a);
return min(result, b);
} else {
return min(a, b);
}
}
float fOpDifferenceColumns(float a, float b, float r, float n) {
a = -a;
float m = min(a, b);
//avoid the expensive computation where not needed (produces discontinuity though)
if ((a < r) && (b < r)) {
vec2 p = vec2(a, b);
float columnradius = r*sqrt(2.)/n/2.0;
columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
pR45(p);
p.y += columnradius;
p.x -= sqrt(2.)/2.*r;
p.x += -columnradius*sqrt(2.)/2.;
if (mod(n,2.) == 1.) {
p.y += columnradius;
}
pMod1(p.y,columnradius*2.);
float result = -length(p) + columnradius;
result = max(result, p.x);
result = min(result, a);
return -min(result, b);
} else {
return -m;
}
}
float fOpIntersectionColumns(float a, float b, float r, float n) {
return fOpDifferenceColumns(a,-b,r, n);
}
// The "Stairs" flavour produces n-1 steps of a staircase:
// much less stupid version by paniq
float fOpUnionStairs(float a, float b, float r, float n) {
float s = r/n;
float u = b-r;
return min(min(a,b), 0.5 * (u + a + abs ((mod (u - a + s, 2. * s)) - s)));
}
// We can just call Union since stairs are symmetric.
float fOpIntersectionStairs(float a, float b, float r, float n) {
return -fOpUnionStairs(-a, -b, r, n);
}
float fOpDifferenceStairs(float a, float b, float r, float n) {
return -fOpUnionStairs(-a, b, r, n);
}
// Similar to fOpUnionRound, but more lipschitz-y at acute angles
// (and less so at 90 degrees). Useful when fudging around too much
// by MediaMolecule, from Alex Evans' siggraph slides
float fOpUnionSoft(float a, float b, float r) {
float e = max(r - abs(a - b), 0.);
return min(a, b) - e*e*0.25/r;
}
// produces a cylindical pipe that runs along the intersection.
// No objects remain, only the pipe. This is not a boolean operator.
float fOpPipe(float a, float b, float r) {
return length(vec2(a, b)) - r;
}
// first object gets a v-shaped engraving where it intersect the second
float fOpEngrave(float a, float b, float r) {
return max(a, (a + r - abs(b))*sqrt(0.5));
}
// first object gets a capenter-style groove cut out
float fOpGroove(float a, float b, float ra, float rb) {
return max(a, min(a + ra, rb - abs(b)));
}
// first object gets a capenter-style tongue attached
float fOpTongue(float a, float b, float ra, float rb) {
return min(a, max(a - ra, abs(b) - rb));
}
//#endSection End of library
// https://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
// golden_noise
float noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
vec3 rnd23(vec2 p)
{
vec3 p3 = fract(p.xyx * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
mat2 Rot(float a) {
float s=sin(a), c=cos(a);
return mat2(c, -s, s, c);
}
float opExtrusion( in vec3 p, in float sdf, in float h )
{
vec2 w = vec2( sdf, abs(p.z) - h);
return min(max(w.x,w.y),0.0) + length(max(w,0.0));
}
float sdCog2d(vec2 pos) {
float r = length(pos)*2.;
float a = atan(pos.y,pos.x);
float f = 1. - smoothstep(-0.2, .8, sin(a * 12.))*0.14;
f = smoothstep(f,f + 2.,r);
return f;
}
float sdCog(vec3 pos, float angle) {
pos.xy *= Rot(angle);
float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05);
float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
return 0.8 * fOpDifferenceRound(d1,d2,0.05)-0.003;
}
float sdHex(vec3 pos, float i, float angle) {
vec3 po = pos;
po.xz *= Rot(angle);
po.yz *= Rot(angle);
pR(po.yz, PI/2.);
float d1 = fHexagonCircumcircle(po, vec2(0.5+i, .1));
float d2 = fHexagonCircumcircle(po, vec2(0.2+i, .1));
return fOpDifferenceRound(d1,d2,0.1);
}
// Scene
vec2 mapScene(in vec3 p) {
float mat = 0.;
float d = 1e10;
//float dGround = p.y + 2.5;
//d = min(d, dGround);
vec3 po = p;
//po.y += sin(u_time);
// pMod3(po, vec3(3.));
po.xy *= scale(vec2(1.3, 1.3));
const float num = 6.;
for (float i = 1.; i <= num; i++) {
// pos.z += i*.1;
float a = sdHex(po,i*0.35, u_time + abs( 2. + 0.4 * sin(u_time)) * i*3.1415/num);
d = min(d,a);
if (d == a) mat = 1. + mod(i,3.);
}
//float c2 = sdText(p, u_time);
//d = min(d, c2);
//if ( d == c2) mat = 4.;
// float c3 = fBox(p+vec3(0.5, .87, 0.), vec3(1., 1.,1.));
// d = min(d, c3);
// if ( d == c1) mat = 1.;
//if ( d == c3) mat = 3.;
return vec2(d, mat);
}
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.0;
float mat = 0.;
float hit = 0.;
for(int i=0; i < 150; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
t += res.x;
mat = res.y;
if (t > 80.) break;
if (res.x < abs(0.001*t) ) {
hit = 1.;
break;
}
}
if (t > 80.) t = -1.0;
return vec3(t, mat, hit);
}
vec3 castReflectedRay(vec3 ro, vec3 rd, vec3 pos) {
float t = 0.0;
float mat = 0.;
float hit = 0.;
for(int i=0; i < 50; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
t += res.x;
mat = res.y;
if (t > 40.) break;
if (res.x < abs(0.001*t) ) {
hit = 1.;
break;
}
}
if (t > 40.) t = -1.0;
return vec3(t, mat, hit);
}
float softshadow( in vec3 ro, in vec3 rd, float mint, float maxt, float w )
{
float res = 1.0;
float t = mint;
for( int i=0; i<40; i++ )
{
if (t > maxt) break;
float h = mapScene(ro + t*rd).x;
res = min( res, h/(w*t) );
t += clamp(h, 0.005, 0.50);
if( res < -1.0 || t>maxt ) break;
}
res = max(res,-1.0);
return 0.25*(1.0+res)*(1.0+res)*(2.0-res);
}
float castShadow(vec3 ro, vec3 rd) {
float res = 1.0;
float t = 0.001;
for(int i = 0; i < 40; i++) {
float h = mapScene(ro + t* rd).x;
res = min(res, 10.0*h/t);
if (abs(h) < (0.001*t) ) break;
t += h;
if (t > 20.) break;
}
return clamp(res,0., 1.);
}
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.001, 0.);
vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x,
mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x,
mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x
);
return normalize(n);
}
vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 );
}
// https://suricrasia.online/blog/shader-functions/
vec3 eRot(vec3 p, vec3 ax, float ro) {
return mix(dot(ax,p)*ax, p, cos(ro)) + sin(ro)*cross(ax,p);
}
vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) {
vec3 Ks = vec3( .5454 );
vec3 Kd = vec3( 1. );
vec3 ref = reflect( dir, n );
vec3 vl = normalize( v );
vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
vec3 F = fresnel( Ks, normalize( vl - dir ), vl )*occ;
float shadow = softshadow(v+n*0.01,light_pos, .01, 30., 18.);
//float shadow = castShadow(v + n*0.02, light_pos);
specular = pow( specular, vec3( shininess ) )*occ;
return light_color * mix( diffuse, specular, F ) * shadow;
}
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for (int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i*i);
float dist = mapScene(p+n*len).x;
occ += (len - dist) * weight;
weight *=0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 1.;
float occ = getAmbientOcc(v,n);
vec3 outMaterial = vec3(0.1529, 0.1529, 0.1529);
if (material == 0.) {
outMaterial = vec3(0.2863, 0.1059, 0.2431);
shininess = 1.5;
} else if (material == 1.) {
outMaterial = vec3(0.3294, 0.0941, 0.6);
shininess = 0.6;
} else if (material == 2.) {
outMaterial = vec3(0.5804, 0.9647, 1.0);
shininess = 1.;
} else if (material == 3.) {
outMaterial = vec3(0.0, 0.0, 0.0);
shininess = 100.;
} else if (material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3( 0., -40., -1. ),vec3(0.56, 0.44, 0.18)*2., shininess, v, dir, n, occ);
lights += addPointLight(vec3( -20.,4., 10. ),vec3(0.04, 0.2, 0.71)*2., shininess, v, dir, n, occ);
// lights += addPointLight(vec3( 2., -1.0, -1.0 ),vec3(0.12, 0.51, 0.63)*2., shininess, v,dir,n,occ );
vec3 lightDir = vec3(0. , 4., 2.);
float sun_dif = clamp(dot(n, lightDir), 0., 1.);
float shadow = softshadow(v+n*0.01,lightDir, .01, 30., 18.);
lights += vec3(0.6627, 0.7098, 0.8863) * sun_dif*shadow*occ; //* shadow; //* mix( vec3(sun_dif), specular, F )
// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
// vec3 col = vec3(0.4)* ref.x;
float ind = clamp( dot( n, normalize(lightDir*vec3(-1.0,.0,-1.0)) ), 0.0, 1.0 );
lights += vec3(0.1333, 0.1333, 0.1216) * ind *occ;
return outMaterial * max(vec3(0.), lights);
}
vec3 postProcess(vec2 screenCoord, 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
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius-0.4, length(screenCoord-vec2(0.5)));
col = mix(col, col * d, .9);
// Contrast
float constrast = .5;
col = mix(col, smoothstep(0.0, 1.0, col), constrast);
// 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;
}
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 lookAt, float zoom){
vec3 f = normalize(lookAt - camPos);
vec3 r = cross(vec3(0.0,1.0,0.0),f);
vec3 u = cross(f,r);
vec3 c=camPos+f*zoom;
vec3 i=c+uv.x*r+uv.y*u;
return normalize(i-camPos);
}
vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) {
vec3 camForward = normalize(camTarget-camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward,camRight));
float fov = 1.7;
// Depth of field
float dof = .25;
vec2 h = vec2( noise(gl_FragCoord.xy, .13), noise(gl_FragCoord.xy, .4));
//vec3 h= rnd23(gl_FragCoord.xy);
vec3 voff = sqrt(h.x)*(camRight*sin(h.y*6.283)+camUp*cos(h.y*6.283))*dof;
// camTarget -=voff;
float focusdistance = 150.2;
return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov/focusdistance);
}
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(0.3686, 0.2431, 0.4392), // blue
vec3(0.4, 0.7294, 0.9216), // yellow
pow(sunAmount,8.0) );
return mix( col, fogColor, fogAmount );
}
vec3 render(vec2 uv) {
bool useDof = !true;
//vec2 uv = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
float angle = -2.4 +iTime*0.4;
//angle = 0.;
// camera
vec3 camPos = vec3(0., 5., -3.);
vec3 camTarget = vec3(0., 0., 0.);
vec3 rayDir;
if (useDof) {
rayDir = getCameraFov(uv, camPos, camTarget);
} else {
rayDir = getCameraRayDir(uv, camPos, camTarget, 1.0);
}
vec3 col = vec3(0.051, 0.0667, 0.1529);
//vec3 col = vec3(0.0314, 0.0118, 0.1255) + rayDir.y * 0.4;
vec3 hitPos = vec3(0.);
vec3 t = castRay(camPos, rayDir, hitPos);
vec3 rd = rayDir;
if (t.z > 0.) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir , t.y);
float fogAmount = 0.04;
col = col*exp(-t.x*fogAmount) + applyFog(col, t.x, rd, vec3(0., .3, -1.), fogAmount) * (1.0-exp(-t.x*fogAmount));
rayDir = normalize(reflect(rayDir, nor));
vec3 rayOrigin = hitPos + (rayDir * 0.01);
vec3 t2 = castReflectedRay(rayOrigin, rayDir, hitPos);
if (t2.z > 0.) {
hitPos = rayOrigin + rayDir * t2.x;
nor = calcNormal(hitPos);
col += 0.1 * shading(hitPos, nor, rayDir , t2.y);
/* rayDir = normalize(reflect(rayDir, nor));
rayOrigin = hitPos + (rayDir * 0.01);
vec3 t3 = castReflectedRay(rayOrigin, rayDir, hitPos);
if (t3.z > 0.) {
hitPos = rayOrigin + rayDir * t3.x;
nor = calcNormal(hitPos);
col += 0.025 * shading(hitPos, nor, rayDir , t3.y);
} */
}
}
// pixelColor*exp(-distance*b) + fogColor*(1.0-exp(-distance*b));
return col;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec3 finalColor = vec3(0.);
vec2 uv = (2.0 * fragCoord.xy - u_resolution.xy) / u_resolution.y;
finalColor += render(uv);
vec2 screenCoord = fragCoord.xy/iResolution.xy;
finalColor = postProcess(screenCoord, finalColor);
fragColor = vec4(finalColor, 1.);
}