slang-shaders/procedural/mudlord-emeraldenvy4.slang

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2016-07-29 16:10:55 +10:00
#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float time = float(global.FrameCount)*0.0325;
vec2 resolution = global.OutputSize.xy;
float fade = 0.45;
const float PI=3.14159265358979323846;
float speed=time*0.25;
float ground_x=0.125-0.25*cos(PI*speed*0.25);
float ground_y=0.125+0.25*sin(PI*speed*0.25);
float ground_z=speed*0.125;
vec2 rotate(vec2 k,float t)
{
return vec2(cos(t)*k.x-sin(t)*k.y,sin(t)*k.x+cos(t)*k.y);
}
float scene(vec3 p)
{
float ball_p=0.25;
float ball_w=ball_p*1.0;
float ball=length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w;
float hole_w=ball_p*0.55;
float hole=length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w;
float pipe_p=0.015;
float pipe_w=pipe_p*0.42;//-0.00375*sync;
float pipe_y=length(max(abs(mod(p.xy,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
float pipe_z=length(max(abs(mod(p.xz,pipe_p)-pipe_p*0.5)-pipe_w,0.0));
return max(max(ball,-hole),max(pipe_y,max(pipe_y,pipe_z)));
}
vec3 getNormal(vec3 pos)
{ vec3 e = vec3(0.0,0.0001,0.0);
return normalize(vec3( scene(pos+e.yxx)-scene(pos-e.yxx),scene(pos+e.xyx)-scene(pos-e.xyx),scene(pos+e.xxy)-scene(pos-e.xxy) ) );
}
float render_scene(vec3 ray_origin, vec3 ray_dir,float t)
{
const int ray_n=96;
for(int i=0;i<ray_n;i++)
{
float k=scene(ray_origin+ray_dir*t);
t+=k*fade;
}
return t;
}
void main(void)
{
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
FragCoord.y = -FragCoord.y;
vec2 position=(FragCoord.xy/resolution.xy);
vec2 p=-1.0+2.0*position;
//set up camera
float speed=time*0.5;
vec3 dir=normalize(vec3(p*vec2(1.0,1.0),1.));
dir.yz=rotate(dir.yz,PI*1.0*sin(speed*0.25)); // rotation x
dir.zx=rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
dir.xy=rotate(dir.xy,-speed*0.5); // rotation z
vec3 ray=vec3(ground_x,ground_y,ground_z);
//the raymarch
float t=0.0;
t=render_scene(ray,dir,t);
vec3 hit=ray+dir*t;
t+=hit.x;
//get normal for reflection
vec3 n=getNormal(hit);
//render reflection
dir = reflect(dir,n);
dir = normalize(refract(dir,n,.82));
t=render_scene(ray,dir,t);
float c=(n.x*1.0+n.y+n.z)*0.5;
vec3 color=vec3(0.,c*t*0.125*p.x+t*0.1,c*t*0.);
color *= 2.412;
FragColor=vec4(color,1.0);
}