mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-28 18:31:31 +11:00
284 lines
7.2 KiB
Plaintext
284 lines
7.2 KiB
Plaintext
|
#version 450
|
||
|
// Skin peeler - 2015-08-19
|
||
|
// https://www.shadertoy.com/view/XtfSWX
|
||
|
|
||
|
// Skin peeler
|
||
|
// by Dave Hoskins
|
||
|
// Originally from Xyptonjtroz by nimitz (twitter: @stormoid)
|
||
|
// Edited by Dave Hoskins, by changing atmosphere with quite a few lighting changes & added audio
|
||
|
|
||
|
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 iGlobalTime = float(global.FrameCount)*0.025;
|
||
|
vec2 iResolution = global.OutputSize.xy;
|
||
|
|
||
|
#define ITR 100
|
||
|
#define FAR 30.
|
||
|
#define time iGlobalTime
|
||
|
|
||
|
/*
|
||
|
Believable animated volumetric dust storm in 7 samples,
|
||
|
blending each layer in based on geometry distance allows to
|
||
|
render it without visible seams. 3d Triangle noise is
|
||
|
used for the dust volume.
|
||
|
|
||
|
Further explanation of the dust generation...
|
||
|
|
||
|
The basic idea is to have layers of gradient shaded volumetric
|
||
|
animated noise. The problem is when geometry is intersected
|
||
|
before the ray reaches the far plane. A way to smoothly blend
|
||
|
the low sampled noise is needed. So I am blending (smoothstep)
|
||
|
each dust layer based on current ray distance and the solid
|
||
|
interesction distance. I am also scaling the noise taps as a
|
||
|
function of the current distance so that the distant dust doesn't
|
||
|
appear too noisy and as a function of current height to get some
|
||
|
"ground hugging" effect.
|
||
|
|
||
|
*/
|
||
|
|
||
|
#define MOD3 vec3(.16532,.17369,.15787)
|
||
|
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
|
||
|
|
||
|
float height(in vec2 p)
|
||
|
{
|
||
|
p *= 0.2;
|
||
|
return sin(p.y)*0.4 + sin(p.x)*0.4;
|
||
|
}
|
||
|
|
||
|
//smooth min form iq
|
||
|
float smin( float a, float b)
|
||
|
{
|
||
|
const float k = 0.7;
|
||
|
float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 );
|
||
|
return mix( b, a, h ) - k*h*(1.0-h);
|
||
|
}
|
||
|
|
||
|
/// 2 out, 2 in...
|
||
|
vec2 hash22(vec2 p)
|
||
|
{
|
||
|
vec3 p3 = fract(vec3(p.xyx) * MOD3);
|
||
|
p3 += dot(p3.zxy, p3.yxz+19.19);
|
||
|
return fract(vec2(p3.x * p3.y, p3.z*p3.x));
|
||
|
}
|
||
|
|
||
|
float vine(vec3 p, in float c, in float h)
|
||
|
{
|
||
|
p.y += sin(p.z*.5625+1.3)*1.5-.5;
|
||
|
p.x += cos(p.z*.4575)*1.;
|
||
|
//p.z -=.3;
|
||
|
vec2 q = vec2(mod(p.x, c)-c/2., p.y);
|
||
|
return length(q) - h -sin(p.z*3.+sin(p.x*7.)*0.5+time)*0.13;
|
||
|
}
|
||
|
|
||
|
float map(vec3 p)
|
||
|
{
|
||
|
p.y += height(p.zx);
|
||
|
|
||
|
vec3 bp = p;
|
||
|
vec2 hs = hash22(floor(p.zx/4.));
|
||
|
p.zx = mod(p.zx,4.)-2.;
|
||
|
|
||
|
float d = p.y+0.5;
|
||
|
p.y -= hs.x*0.4-0.15;
|
||
|
p.zx += hs*1.3;
|
||
|
d = smin(d, length(p)-hs.x*0.4);
|
||
|
|
||
|
d = smin(d, vine(bp+vec3(1.8,0.,0),15.,.8) );
|
||
|
d = smin(d, vine(bp.zyx+vec3(0.,0,17.),20.,0.75) );
|
||
|
|
||
|
return d*1.1;
|
||
|
}
|
||
|
|
||
|
float march(in vec3 ro, in vec3 rd)
|
||
|
{
|
||
|
float precis = 0.002;
|
||
|
float h=precis*2.0;
|
||
|
float d = 0.;
|
||
|
for( int i=0; i<ITR; i++ )
|
||
|
{
|
||
|
if( abs(h)<precis || d>FAR ) break;
|
||
|
d += h;
|
||
|
h = map(ro+rd*d);
|
||
|
|
||
|
}
|
||
|
return d;
|
||
|
}
|
||
|
|
||
|
float tri(in float x){return abs(fract(x)-.5);}
|
||
|
vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));}
|
||
|
|
||
|
mat2 m2 = mat2(0.970, 0.242, -0.242, 0.970);
|
||
|
|
||
|
float triNoise3d(in vec3 p)
|
||
|
{
|
||
|
float z=1.4;
|
||
|
float rz = 0.;
|
||
|
vec3 bp = p;
|
||
|
for (float i=0.; i<=3.; i++ )
|
||
|
{
|
||
|
vec3 dg = tri3(bp);
|
||
|
p += (dg);
|
||
|
|
||
|
bp *= 2.;
|
||
|
z *= 1.5;
|
||
|
p *= 1.2;
|
||
|
//p.xz*= m2;
|
||
|
|
||
|
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
|
||
|
bp += 0.14;
|
||
|
}
|
||
|
return rz;
|
||
|
}
|
||
|
|
||
|
float fogmap(in vec3 p, in float d)
|
||
|
{
|
||
|
p.x += time;
|
||
|
p.z += time*.5;
|
||
|
|
||
|
return triNoise3d(p*2.2/(d+8.0))*(smoothstep(.7,.0,p.y));
|
||
|
}
|
||
|
|
||
|
vec3 fog(in vec3 col, in vec3 ro, in vec3 rd, in float mt)
|
||
|
{
|
||
|
float d = .5;
|
||
|
for(int i=0; i<7; i++)
|
||
|
{
|
||
|
vec3 pos = ro + rd*d;
|
||
|
float rz = fogmap(pos, d);
|
||
|
col = mix(col,vec3(.85, .65, .5),clamp(rz*smoothstep(d,d*1.8,mt),0.,1.) );
|
||
|
d *= 1.8;
|
||
|
if (d>mt)break;
|
||
|
}
|
||
|
return col;
|
||
|
}
|
||
|
|
||
|
vec3 normal(in vec3 p)
|
||
|
{
|
||
|
vec2 e = vec2(-1., 1.)*0.005;
|
||
|
return normalize(e.yxx*map(p + e.yxx) + e.xxy*map(p + e.xxy) +
|
||
|
e.xyx*map(p + e.xyx) + e.yyy*map(p + e.yyy) );
|
||
|
}
|
||
|
|
||
|
float bnoise(in vec3 p)
|
||
|
{
|
||
|
float n = sin(triNoise3d(p*3.)*7.)*0.4;
|
||
|
n += sin(triNoise3d(p*1.5)*7.)*0.2;
|
||
|
return (n*n)*0.01;
|
||
|
}
|
||
|
|
||
|
vec3 bump(in vec3 p, in vec3 n, in float ds)
|
||
|
{
|
||
|
vec2 e = vec2(.005,0);
|
||
|
float n0 = bnoise(p);
|
||
|
vec3 d = vec3(bnoise(p+e.xyy)-n0, bnoise(p+e.yxy)-n0, bnoise(p+e.yyx)-n0)/e.x;
|
||
|
n = normalize(n-d*2.5/sqrt(ds));
|
||
|
return n;
|
||
|
}
|
||
|
|
||
|
float shadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
|
||
|
{
|
||
|
float res = 1.0;
|
||
|
float t = mint;
|
||
|
for( int i=0; i<20; i++ )
|
||
|
{
|
||
|
float h = map(ro + rd*t);
|
||
|
res = min( res, 4.*h/t );
|
||
|
t += clamp( h, 0.2, 1.5 );
|
||
|
}
|
||
|
return clamp( res, 0.0, 1.0 );
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
||
|
|
||
|
{
|
||
|
vec2 p = fragCoord.xy/iResolution.xy-0.5;
|
||
|
vec2 q = fragCoord.xy/iResolution.xy;
|
||
|
p.x*=iResolution.x/iResolution.y;
|
||
|
#ifdef MOUSE
|
||
|
vec2 mo = iMouse.xy / iResolution.xy-.5;
|
||
|
#else
|
||
|
vec2 mo = 0.0 / iResolution.xy-.5;
|
||
|
#endif
|
||
|
mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.07):mo;
|
||
|
mo.x *= iResolution.x/iResolution.y;
|
||
|
|
||
|
vec3 ro = vec3(smoothstep(0.,1.,tri(time*.6)*2.)*0.1, smoothstep(0.,1.,tri(time*1.2)*2.)*0.05, -time*0.6);
|
||
|
ro.y -= height(ro.zx)+0.07;
|
||
|
mo.x += smoothstep(0.7,1.,sin(time*.35))-1.5 - smoothstep(-.7,-1.,sin(time*.35));
|
||
|
|
||
|
vec3 eyedir = normalize(vec3(cos(mo.x),mo.y*2.-0.2+sin(time*.75*1.37)*0.15,sin(mo.x)));
|
||
|
vec3 rightdir = normalize(vec3(cos(mo.x+1.5708),0.,sin(mo.x+1.5708)));
|
||
|
vec3 updir = normalize(cross(rightdir,eyedir));
|
||
|
vec3 rd=normalize((p.x*rightdir+p.y*updir)*1.+eyedir);
|
||
|
|
||
|
vec3 ligt = normalize( vec3(.5, .5, -.2) );
|
||
|
|
||
|
float rz = march(ro,rd);
|
||
|
|
||
|
vec3 fogb = mix(vec3(.5, .4,.4), vec3(1.,.9,.8), min(pow(max(dot(rd,ligt), 0.0), 1.5)*1.25, 1.0));
|
||
|
vec3 col = fogb;
|
||
|
|
||
|
if ( rz < FAR )
|
||
|
{
|
||
|
vec3 pos = ro+rz*rd;
|
||
|
vec3 nor= normal( pos );
|
||
|
float d = distance(pos,ro);
|
||
|
nor = bump(pos,nor,d);
|
||
|
float shd = shadow(pos,ligt,0.1,3.);
|
||
|
float dif = clamp( dot( nor, ligt ), 0.0, 1.0 )*shd;
|
||
|
float spe = pow(clamp( dot( reflect(rd,nor), ligt ), 0.0, 1.0 ),3.)*shd;
|
||
|
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 1.5 );
|
||
|
vec3 brdf = dif*vec3(1.00)+abs(nor.y)*.4;
|
||
|
col = clamp(mix(vec3(.7,0.4,.3),vec3(.3, 0.1, 0.1),(pos.y+.5)*.25), .0, 1.0);
|
||
|
col *= (sin(bnoise(pos*.1)*250.)*0.5+0.5);
|
||
|
col = col*brdf + spe*fre;// + fre*vec3(.4,.4,0.4)*.5*crv;
|
||
|
}
|
||
|
|
||
|
//ordinary distance fog first
|
||
|
col = mix(col, fogb, smoothstep(FAR-10.,FAR,rz));
|
||
|
|
||
|
//then volumetric fog
|
||
|
col = fog(col, ro, rd, rz);
|
||
|
|
||
|
//post...
|
||
|
|
||
|
col = pow(col,vec3(0.8));
|
||
|
col = smoothstep(0.0, 1.0, col);
|
||
|
|
||
|
col *= .5+.5*pow(70. *q.x*q.y*(1.0-q.x)*(1.0-q.y), .2);
|
||
|
|
||
|
|
||
|
fragColor = vec4( col * smoothstep(0.0, 3.0, time), 1.0 );
|
||
|
}
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
//just some shit to wrap shadertoy's stuff
|
||
|
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
|
||
|
FragmentCoord.y = -FragmentCoord.y;
|
||
|
mainImage(FragColor,FragmentCoord);
|
||
|
}
|