mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-28 18:31:31 +11:00
304 lines
10 KiB
Plaintext
304 lines
10 KiB
Plaintext
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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/*
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Transparent Lattice
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-------------------
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Just a transparent lattice. Not much different to my other transparent examples,
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except this one is point lit... In case it needs to be said, a lot of it is faked,
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so is more of a novelty than anything else.
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I wrote it some time ago, then forgot about it. I thought I'd put it up just in
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case it's of any use to anyone. It runs reasonably fast, considering that the
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lighting is calculated multiple times a pass, but could benefit from a little more
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tweaking.
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Related shaders:
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Cloudy Spikeball - Duke
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https://www.shadertoy.com/view/MljXDw
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// Port from a demo by Las - Worth watching.
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// http://www.pouet.net/topic.php?which=7920&page=29&x=14&y=9
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Virtually the same thing, but with rounded cubes and less interesting lighting.
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Transparent Cube Field - Shane
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https://www.shadertoy.com/view/ll2SRy
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*/
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// Cheap vec3 to vec3 hash. Works well enough, but there are other ways.
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vec3 hash33(vec3 p){
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float n = sin(dot(p, vec3(7, 157, 113)));
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return fract(vec3(2097152, 262144, 32768)*n);
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}
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/*
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// Rounded cube field, for comparison. It runs at full speed, believe it or not.
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float map(vec3 p){
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// Creating the repeat cubes, with slightly convex faces. Standard,
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// flat faced cubes don't capture the light quite as well.
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// 3D space repetition.
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p = fract(p)-.5; // + o
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// A bit of roundness. Used to give the cube faces a touch of convexity.
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float r = dot(p, p) - 0.21;
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// Max of abs(x), abs(y) and abs(z) minus a constant gives a cube.
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// Adding a little bit of "r," above, rounds off the surfaces a bit.
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p = abs(p);
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return max(max(p.x, p.y), p.z)*.95 + r*0.25 - 0.21;
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// Alternative. Egg shapes... kind of.
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//float perturb = sin(p.x*10.)*sin(p.y*10.)*sin(p.z*10.);
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//p += hash33(floor(p))*.15;
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//return length(fract(p)-.5)-0.3 + perturb*0.05;
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}
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*/
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/*
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// A fake noise looking field. Pretty interesting.
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float map(vec3 p){
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p = (cos(p*.315*2.5 + sin(p.zxy*.875*2.5))); // + iGlobalTime*.5
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float n = length(p);
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p = sin(p*6. + cos(p.yzx*6.));
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return n - 1. - abs(p.x*p.y*p.z)*.05;
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}
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*/
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float map(vec3 p){
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vec2 c;
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// SECTION 1
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//
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// Repeat field entity one, which is just some tubes repeated in all directions every
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// two units, then combined with a smooth minimum function. Otherwise known as a lattice.
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p = abs(fract(p/3.)*3.-1.5);
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//c.x = sminP(length(p.xy),sminP(length(p.yz),length(p.xz), 0.25), 0.25)-0.75; // EQN 1
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//c.x = sqrt(min(dot(p.xy, p.xy),min(dot(p.yz, p.yz),dot(p.xz, p.xz))))-0.75; // EQN 2
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c.x = min(max(p.x, p.y),min(max(p.y, p.z),max(p.x, p.z)))-0.75; // EQN 3
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//p = abs(p); c.x = max(p.x,max(p.y,p.z)) - .5;
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// SECTION 2
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//
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// Repeat field entity two, which is just an abstract object repeated every half unit.
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p = abs(fract(p*4./3.)*.75 - 0.375);
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c.y = min(p.x,min(p.y,p.z)); // EQN 1
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//c.y = min(max(p.x, p.y),min(max(p.y, p.z),max(p.x, p.z)))-0.125; //-0.175, etc. // EQN 2
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//c.y = max(p.x,max(p.y,p.z)) - .4;
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// SECTION 3
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//
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// Combining the two entities above.
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//return length(c)-.1; // EQN 1
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//return max(c.x, c.y)-.05; // EQN 2
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return max(abs(c.x), abs(c.y))*.75 + length(c)*.25 - .1;
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//return max(abs(c.x), abs(c.y))*.75 + abs(c.x+c.y)*.25 - .1;
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//return max(abs(c.x), abs(c.y)) - .1;
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}
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// Not big on accuracy, but lower on operations. Few distance function calls are important
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// during volumetric passes.
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vec3 calcNormal(in vec3 p, float d) {
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const vec2 e = vec2(0.01, 0);
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return normalize(vec3(d - map(p - e.xyy), d - map(p - e.yxy), d - map(p - e.yyx)));
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}
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/*
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// Tetrahedral normal, to save a couple of "map" calls. Courtesy of IQ. Unfortunately, still
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// not fast enough in this particular instance.
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vec3 calcNormal(in vec3 p){
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// Note the slightly increased sampling distance, to alleviate artifacts due to hit point inaccuracies.
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vec2 e = vec2(0.0025, -0.0025);
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return normalize(e.xyy * map(p + e.xyy) + e.yyx * map(p + e.yyx) + e.yxy * map(p + e.yxy) + e.x * map(p + e.xxx));
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}
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*/
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void mainImage( out vec4 fragColor, vec2 fragCoord ) {
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// Screen coordinates.
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vec2 uv = (fragCoord.xy - iResolution.xy*.5 )/iResolution.y;
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// Unit direction ray. The last term is one of many ways to fish-lens the camera.
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// For a regular view, set "rd.z" to something like "0.5."
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vec3 rd = normalize(vec3(uv, (1.-dot(uv, uv)*.5)*.5)); // Fish lens, for that 1337, but tryhardish, demo look. :)
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// There are a few ways to hide artifacts and inconsistencies. Making things go fast is one of them. :)
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// Ray origin, scene color, and surface postion vector.
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vec3 ro = vec3(0., 0., iGlobalTime*1.5), col=vec3(0), sp, sn, lp, ld, rnd;
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// Swivel the unit ray to look around the scene.
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// Compact 2D rotation matrix, courtesy of Shadertoy user, "Fabrice Neyret."
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vec2 a = sin(vec2(1.5707963, 0) + iGlobalTime*0.375);
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rd.xz = mat2(a, -a.y, a.x)*rd.xz;
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rd.xy = mat2(a, -a.y, a.x)*rd.xy;
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lp = vec3(0, 1, 4);
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lp.xz = mat2(a, -a.y, a.x)*lp.xz;
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lp.xy = mat2(a, -a.y, a.x)*lp.xy;
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lp += ro;
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// Unit ray jitter is another way to hide artifacts. It can also trick the viewer into believing
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// something hard core, like global illumination, is happening. :)
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//rd *= 0.99 + hash33(rd)*0.02;
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// Some more randomization, to be used for color based jittering inside the loop.
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rnd = hash33(rd+311.);
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// Ray distance, bail out layer number, surface distance and normalized accumulated distance.
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float t=0., layers=0., d, aD;
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// Light variables.
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float lDist, s, l;
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// Surface distance threshold. Smaller numbers gives a thinner membrane, but lessens detail...
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// hard to explain. It's easier to check it out for yourself.
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float thD = .0125; // + smoothstep(-0.2, 0.2, sin(iGlobalTime*0.75 - 3.14159*0.4))*0.025;
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// Only a few iterations seemed to be enough. Obviously, more looks better, but is slower.
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for(float i=0.; i<64.; i++) {
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// Break conditions. Anything that can help you bail early usually increases frame rate.
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if(layers>31. || dot(col, vec3(.299, .587, .114)) > 1. || t>16.) break;
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// Current ray postion. Slightly redundant here, but sometimes you may wish to reuse
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// it during the accumulation stage.
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sp = ro+rd*t;
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d = map(sp); // Distance to nearest point on the noise surface.
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// If we get within a certain distance of the surface, accumulate some surface values.
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// Values further away have less influence on the total.
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//
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// aD - Accumulated distance. You could smoothly interpolate it, if you wanted.
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//
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// 1/.(1. + t*t*0.1) - Basic distance attenuation. Feel free to substitute your own.
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// Normalized distance from the surface threshold value to our current isosurface value.
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aD = (thD-abs(d)*31./32.)/thD;
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// If we're within the surface threshold, accumulate some color.
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// Two "if" statements in a shader loop makes me nervous. I don't suspect there'll be any
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// problems, but if there are, let us know.
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if(aD>0.) {
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// Add the accumulated surface distance value, along with some basic falloff using the
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// camera to light distance, "lDist." There's a bit of color jitter there, too.
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sn = calcNormal(sp, d)*sign(d);
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ld = (lp - sp); //vec3(.5773)
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lDist = max(length(ld), .001);
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ld /= lDist;
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s = pow(max(dot(reflect(-ld, sn), -rd), 0.), 8.);
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l = max(dot(ld, sn), 0.);
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//float c = dot(sin(sp*128. - cos(sp.yzx*64.)), vec3(.166))+.5;
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col += ((l + .1) + vec3(.5, .7, 1)*s)*aD/(1. + lDist*0.25 + lDist*lDist*0.05)*.2;
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// Failed experiment with color jitter to take out more banding.
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//col += ((l + .05 + fract(rnd + i*27.)*.1) + vec3(.5, .7, 1)*s)*aD/(1. + lDist*0.25 + lDist*lDist*0.05)*.2;
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// The layer number is worth noting. Accumulating more layers gives a bit more glow.
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// Lower layer numbers allow a quicker bailout. A lot of it is guess work.
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layers++;
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}
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// Kind of weird the way this works. I think not allowing the ray to hone in properly is
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// the very thing that gives an even spread of values. The figures are based on a bit
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// of knowledge versus trial and error. If you have a faster computer, feel free to tweak
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// them a bit.
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t += max(abs(d)*.75, thD*.25);
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}
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t = min(t, 16.);
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col = mix(col, vec3(0), 1.-exp(-0.025*t*t));////1.-exp(-0.01*t*t) 1.-1./(1. + t*t*.1)
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// Mixing the greytone color with a firey orange vignette. There's no meaning
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// behind it. I just thought the artsy greyscale was a little too artsy.
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uv = abs(fragCoord.xy/iResolution.xy - .5); // Wasteful, but the GPU can handle it.
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col = mix(col, vec3(min(col.x*1.5, 1.), pow(col.x, 2.5), pow(col.x, 12.)).yxz,
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min( dot(pow(uv, vec2(4.)), vec2(1))*8., 1.));
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//col = vec3(min(col.z*1.5, 1.), pow(col.z, 2.5), pow(col.z, 12.));
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// Mixing the vignette colors up a bit more.
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col = mix(col, col.zxy, dot(sin(rd*5.), vec3(.166)) + 0.166);
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// Presenting the color to the screen.
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fragColor = vec4( sqrt(clamp(col, 0., 1.)), 1.0 );
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
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FragCoord.y = -FragCoord.y;
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mainImage(FragColor,FragCoord);
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}
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