Files
4kintro/shader.glsl
2024-07-29 15:51:58 +03:00

426 lines
12 KiB
GLSL

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), 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(vec2 p, float scale )
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*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 hash2( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise2( in vec2 p ) {
vec2 i = floor( p ), f = fract( p ), u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash2( i + vec2(0.0,0.0) ),
hash2( i + vec2(1.0,0.0) ), u.x),
mix( hash2( i + vec2(0.0,1.0) ),
hash2( i + vec2(1.0,1.0) ), u.x), u.y);
}
/////////////////
// GEOMETRY //
/////////////////
float sdSphere(vec3 p, float r) {
return length(p)-r;
}
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(vec2 p, 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
float STARTDELAY = 9.,
glyphPhase = 2.;
// COLORS
vec3 fogColor1 = vec3(.4, .2, .4), // fog color1
fogColor2 = vec3(.7, .4, .2), // fog color2
indirColor = vec3(.2, .1, .3), // indirect light color
light1Color = vec3(.9, .5, .7),
light2Color = vec3(.8, .7, .5),
chevronColor = vec3(.9, .3, 0.),
SEA_BASE = vec3(0.0, 0.1, 0.2),
SEA_WATER_COLOR =vec3(0.8,0.9,0.6)*0.6;
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
i.y *= i.z;
return PI * min(((u_time * i.z) - i.y) / PI, i.x);
}
float calcFactor (float startTime)
{
return 9. + 9.*clamp(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * glyphPhase), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
}
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*clamp(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
}
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise2(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
vec2 map(vec3 p, int displace)
{
float mat = 0.,
// Ring boxes
an = PI/12.,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = mat2(cos(anRot),-sin(anRot),
sin(anRot), cos(anRot))*q.xy;
float d = sdBox( q.xy - vec2(1.8,0.), vec2(0.24,0.14) ) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = abs(length(p.xy) - 1.75) - .08;
d2 = smax( d2, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
// Prisms
for(float i = 0.; i < 8.; i++ ) {
an = 24.67 / (PI * 2.); // sector size
q = p;
anRot = an + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * 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(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5)-.01;
d2 = max(- sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22,.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop && u_time > rotateDelay + .2) mat = 5.;
}
}
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02;
d = min(d, d2);
if (d==d2) mat = 4.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5;
for(int i = 0; i < 4; i++) {
float step = sdBox2(vec3(p.x,p.y+stepDist,p.z), vec3(2., .1,stepDist)) - .05;
d2 = min(d2, step);
d = min(d, step);
stepDist += .2;
}
if (d==d2) mat = 2.0;
// sand
d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.)*1.5;
d = min(d,d2);
if (d==d2) mat = 3.0;
d2 = 1e3;
float h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
float cs = sdCappedCylinder(p, .025, 1.6) - h*0.15;
if (u_time < 25.) {
d2 = max(-sdCappedCylinder(p, 2.0, clamp((2.0 - (u_time*2.0 - 2.0*23.0)),0.,2.3)), cs);
} else {
d2 = cs;
}
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) mat = 1.0;
return vec2( d, mat );
}
////////////////
// DRAWING //
////////////////
float rayMarch(vec3 ro, vec3 rd) {
float d,t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 90; i++) {
d = map(ro + rd * t, 0).x; // Get distance to objects
t += d; // "march" the ray
if (abs(d) < .002 || t > 400.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
return normalize(n);
}
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) {
vec3 l = normalize(lightPos - p);
float dif = clamp(dot(n, l), 0., intensity),
d = rayMarch(p+n*.0025, l);
if(abs(d)<length(lightPos-p)) dif *= shadow;
return dif;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = min(pow(fresnel,5.0), 0.5);
vec3 reflected = vec3(0.0, 0.5, 1.),
refracted = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3,
color = mix(refracted,reflected,fresnel);
color += vec3(specular(n,l,eye,60.0))*0.3;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( fogColor1, // blue
fogColor2, // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = normalize(l-p),
r = normalize(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
}
vec3 postProcess(vec3 col) {
// Vignette
col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.4545) );
// Contrast = a
col = smoothstep(0., 1., col);
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., clamp(6.-u_time,2.,6.), clamp((75.-u_time*8.),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.,-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(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
}
return col;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), 2.),
col = vec3(0.);
float d = rayMarch(ro, rd);
if (d < 150.) {
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
float mat = map(p,0).y,
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Light 2
dif = getLight(p, vec3( 10., 15., 25.), 1., .2,n);
col += dif * light1Color;
dif = getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
col += dif * light2Color;
// indirect lightning -> vec3 in normalize is light direction
col += indirColor * clamp( dot( n, normalize(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(.3);
else if(mat==1.){
col = getSeaColor(p, n, normalize(vec3(0.0,0.3,0.8)),normalize(rd)); //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 *= chevronColor; // activated glyph color
}
col = applyFog(col, d, rd, vec3(0., -.1, -1.), .01);
col = colorFlashesAnim(col); // animated color flash
return postProcess(col);
}
void main() {
vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y;
gl_FragColor = vec4(sceneGate(uv), 1.);
}