428 lines
12 KiB
GLSL
428 lines
12 KiB
GLSL
/* uses some snippets from:
|
|
* "Seascape" by Alexander Alekseev aka TDM - 2014
|
|
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
|
* Contact: tdmaav@gmail.com
|
|
*/
|
|
|
|
//precision mediump float;
|
|
uniform vec2 u_resolution;
|
|
uniform float u_time;
|
|
const float PI = 22./7.;
|
|
|
|
vec3 no(vec3 v) { return normalize(v); }
|
|
float cl(float a, float b, float c) { return clamp(a,b,c); }
|
|
|
|
// 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, int algo)
|
|
{
|
|
if (algo == 1) {
|
|
float h = dot(p,vec2(127.1,311.7));
|
|
return fract(sin(h)*43758.5453123);
|
|
}
|
|
p = 50. * fract( p*0.3183099);
|
|
return fract( p.x*p.y*(p.x+p.y) );
|
|
}
|
|
|
|
float noise(vec2 p, float scale, int a)
|
|
{
|
|
vec2 i = floor( p ),
|
|
f = fract( p ),
|
|
u = f*f*(3.-2.*f);
|
|
float sc = scale;
|
|
if (a == 1) sc = 2.;
|
|
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
|
|
hash( i + vec2(1.0,0.0), a ), u.x),
|
|
mix( hash( i + vec2(0.0,1.0), a),
|
|
hash( i + vec2(1.), a), 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 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 glyph4Pos = vec3(0.0,2.0,0.0)
|
|
//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., glow = 0.;
|
|
|
|
// COLORS
|
|
vec3
|
|
glyph3Pos = vec3(1.5,1.4,0.0),
|
|
glyph5Pos = vec3(-1.5,1.4,0.0),
|
|
fogColor1 = vec3(0.49, 0.18, 0.49), // fog color1
|
|
fogColor2 = vec3(0.93, 0.37, 0.16), // fog color2
|
|
indirColor = vec3(0.29, 0.28, 0.33), // indirect light color
|
|
light1Color = vec3(0.82, 0.5, 0.9),
|
|
light2Color = vec3(0.79, 0.66, 0.43),
|
|
chevronColor = vec3(0.46, 0.0, 0.9),
|
|
SEA_BASE = vec3(0.0, 0.1, 0.3),
|
|
SEA_WATER_COLOR =vec3(0.11, 0.16, 0.18);
|
|
|
|
|
|
// with duration d, startTime s and speed up with timeFact
|
|
float timedSine(vec3 i) {
|
|
return min((u_time - i.y)*i.z, i.x*PI);
|
|
}
|
|
|
|
float calcFactor (float startTime)
|
|
{
|
|
return STARTDELAY + STARTDELAY*cl(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 * 2.), 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*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
|
|
}
|
|
return i.x;
|
|
}
|
|
|
|
//////////////
|
|
// SCENE //
|
|
//////////////
|
|
float sea_octave(vec2 uv, float choppy) {
|
|
uv += noise(uv, 1., 1);
|
|
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);
|
|
}
|
|
|
|
vec3 map(vec3 p, int displace)
|
|
{
|
|
float mat = 0., glo = 1e3,
|
|
// Ring boxes
|
|
an = PI/12.,
|
|
step,
|
|
anRot = floor(atan(p.y,p.x)/an + .5)*an;
|
|
vec3 q = p;
|
|
q.xy = rot2D(anRot)*q.xy;
|
|
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .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 );
|
|
|
|
//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 + noise(p.xy*100.,1e-3,0);
|
|
d = min(d, d2);
|
|
if (d==d2) mat = 6.;
|
|
|
|
// Gate Base
|
|
d2 = 1e3;
|
|
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
|
|
for(int i = 0; i < 4; i++) {
|
|
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
|
|
d2 = min(d2, step);
|
|
stepDist += .2;
|
|
}
|
|
d2 += noise(p.xz * 50.+200., .01, 0) - noise (p.yz*2.+1.5, 0.15,0);
|
|
d = min(d, d2);
|
|
if (d==d2) mat = 2.0;
|
|
|
|
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);
|
|
}
|
|
}
|
|
d2 = max(-sdCappedCylinder(p, 2.0, min((2.0 - (u_time - 23.0)*3.),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
|
|
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
|
|
d = min(d, d2);
|
|
if (d==d2) {
|
|
mat = 1.0;
|
|
}
|
|
|
|
// sand
|
|
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
|
|
d = min(d,d2);
|
|
if (d==d2) mat = 3.0;
|
|
|
|
// 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.) * 2. + 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), .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) if(u_time > rotateDelay + .2) {
|
|
mat = 5.;
|
|
glo = min(d2, prismTop);
|
|
}
|
|
}
|
|
}
|
|
|
|
return vec3( d, mat, glo);
|
|
}
|
|
|
|
////////////////
|
|
// DRAWING //
|
|
////////////////
|
|
|
|
float rayMarch(vec3 ro, vec3 rd, int a) {
|
|
vec3 d;
|
|
float t = 0.; // total distance travelled
|
|
// Raymarching
|
|
for (int i = 0; i < 100; i++) {
|
|
d = map(ro + rd * t, 0); // Get distance to objects
|
|
if (a==0&&d.z<0.3) glow += 0.05/(1.0 + 10.*pow(d.z, .5));
|
|
t += d.x; // "march" the ray
|
|
if (d.x < 1e-3 || 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 no(n);
|
|
}
|
|
|
|
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n) {
|
|
vec3 l = no(lightPos - p);
|
|
float dif = cl(dot(n, l), 0., intensity),
|
|
d = rayMarch(p+n*.0025, l, 1);
|
|
if(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) {
|
|
|
|
vec3 color = SEA_BASE + diffuse(n,l,60.0) * SEA_WATER_COLOR * 0.3;
|
|
color -= vec3(0.73, 0.15, 0.66) * pow(clamp(1.-dot(n, -eye), 0., 1.), .7);
|
|
color += vec3(specular(n,l,eye,60.0))*0.2;
|
|
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 = no(l-p),
|
|
r = no(cross(vec3(0.,1.,0.), f)),
|
|
u = cross(f,r),
|
|
c = f*z,
|
|
i = c + uv.x*r + uv.y*u,
|
|
d = no(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(.45) );
|
|
// Contrast = a
|
|
col = smoothstep(0., 1., col);
|
|
|
|
// fade out at the end
|
|
col += 1.0 - vec3(cl((31. - u_time)*.5, 0., 1.0));
|
|
return col;
|
|
}
|
|
|
|
vec3 cameraPos()
|
|
{
|
|
// first zoom in to the gate
|
|
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
|
|
if (u_time > 7.5) cPos += vec3(0., cl(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., -.7, 4.);
|
|
if (u_time > 13.5) {
|
|
cPos = vec3(0., 0., 4.);
|
|
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.2);
|
|
cPos.xz *= rot2D(sin((u_time-16.5)*0.3));
|
|
}
|
|
if (u_time > 19.5)
|
|
{
|
|
cPos = vec3(3., -.7, 4.);
|
|
}
|
|
if (u_time > 21.8) {
|
|
cPos.yz *= rot2D(((1.-cos(u_time-21.8))*-0.025));
|
|
cPos.xz *= rot2D(sin((u_time-21.8)*0.07));
|
|
}
|
|
|
|
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.);
|
|
if(u_time > 13.5) p = mix(glyph3Pos,glyph5Pos, (u_time-13.5)*0.13);
|
|
if(u_time > 19.5) p = vec3(0.);
|
|
return p;
|
|
}
|
|
|
|
// flash screen with glyph color when it is locked
|
|
vec3 colorFlashesAnim(vec3 col) {
|
|
if(u_time > 10.75) {
|
|
float x = smoothstep(sin(timedSine(vec3(.8, 10.75, 8.)*2.)), -1.,.8);
|
|
col = mix(col, chevronColor * (x * 1.4), x *.76);
|
|
}
|
|
return col;
|
|
}
|
|
|
|
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
|
|
{
|
|
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
|
|
}
|
|
|
|
vec3 sceneGate(vec2 uv)
|
|
{
|
|
// Initialization
|
|
vec3 ro = cameraPos(),
|
|
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((28.-u_time)*-2.,2.,25.)),
|
|
col = vec3(0.);
|
|
float d = rayMarch(ro, rd,0), mat = 0.;
|
|
|
|
if (d < 200.) {
|
|
// Lighting
|
|
vec3 p = ro + rd * d,
|
|
n = getNormal(p);
|
|
mat = map(p,0).y;
|
|
// Light 1 Arguments
|
|
// 1: Ray starting point
|
|
// 2: Light position
|
|
// 3: Light intensity
|
|
// 4: Shadow intensity
|
|
|
|
// Lights
|
|
col += light1Color * getLight(p, vec3( 10., 15., 25.), 1., .2,n);
|
|
col += light2Color * getLight(p, vec3( 4., 2., -15.), 1., 1.,n);
|
|
// indirect lightning -> vec3 in normalize is light direction
|
|
col += indirColor * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
|
|
|
|
if(mat==0.)
|
|
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
|
|
if(mat==1.)
|
|
col = getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
|
|
if(mat==2.)
|
|
col *= vec3(.8, .8, .5);
|
|
if(mat==3.)
|
|
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
|
|
if(mat==4.)
|
|
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
|
|
if(mat ==5.)
|
|
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
|
|
if(mat == 6.)
|
|
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
|
|
}
|
|
col += glow * chevronColor*3.0;
|
|
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
|
|
}
|
|
|
|
void main() {
|
|
gl_FragColor = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
|
|
} |