mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
331 lines
10 KiB
Plaintext
331 lines
10 KiB
Plaintext
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#version 450
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///////////////////////////////////////////////////////////////////////////////
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// //
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// GGGG IIIII AAA N N TTTTT PPPP AAA CCCC M M AAA N N //
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// G I A A NN N T P P A A C MM MM A A NN N //
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// G GG I AAAAA N N N T PPPP AAAAA C --- M M M AAAAA N N N //
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// G G I A A N NN T P A A C M M A A N NN //
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// GGGG IIIII A A N N T P A A CCCC M M A A N N //
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// //
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///////////////////////////////////////////////////////////////////////////////
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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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// Parameters
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#define VOXEL_RESOLUTION 1.5
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#define VOXEL_LIGHTING
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#define SHADOW
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#define GROUND
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#define GHOST
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//#define MOUSE
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#define HSV2RGB_FAST
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#define CAMERA_FOCAL_LENGTH 2.0
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#define DELTA 0.01
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#define RAY_LENGTH_MAX 500.0
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#define RAY_STEP_MAX 100.0
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#define AMBIENT 0.2
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#define SPECULAR_POWER 2.0
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#define SPECULAR_INTENSITY 0.3
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#define SHADOW_LENGTH 150.0
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#define SHADOW_POWER 3.0
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#define FADE_POWER 1.0
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#define BACKGROUND 0.7
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#define GLOW 0.4
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#define GAMMA 0.8
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// Math constants
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#define PI 3.14159265359
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#define SQRT3 1.73205080757
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// Global variable to handle the glow effect
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float glowCounter;
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// PRNG (from https://www.shadertoy.com/view/4djSRW)
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float rand (in vec3 seed) {
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seed = fract (seed * vec3 (5.3983, 5.4427, 6.9371));
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seed += dot (seed.yzx, seed.xyz + vec3 (21.5351, 14.3137, 15.3219));
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return fract (seed.x * seed.y * seed.z * 95.4337);
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}
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// Distance to the voxel
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float distVoxel (in vec3 p) {
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// Update the glow counter
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++glowCounter;
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// Rounded box
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const float voxelRadius = 0.25;
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return length (max (abs (p) - 0.5 + voxelRadius, 0.0)) - voxelRadius;
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}
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// Distance to the scene and color of the closest point
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vec2 distScene (in vec3 p, out vec3 P) {
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// Update the glow counter
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++glowCounter;
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// Scaling
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p *= VOXEL_RESOLUTION;
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// Velocity, period of the waves, spacing of the gums
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float v = VOXEL_RESOLUTION * floor (iGlobalTime * 100.0 / VOXEL_RESOLUTION);
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const float k1 = 0.05;
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const float k2 = 60.0;
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// Giant Pac-Man
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float body = length (p);
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body = max (body - 32.0, 27.0 - body);
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float eyes = 6.0 - length (vec3 (abs (p.x) - 12.5, p.y - 19.5, p.z - 20.0));
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float mouthAngle = PI * (0.07 + 0.07 * cos (2.0 * v * PI / k2));
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float mouthTop = dot (p, vec3 (0.0, -cos (mouthAngle), sin (mouthAngle))) - 2.0;
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mouthAngle *= 2.5;
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float mouthBottom = dot (p, vec3 (0.0, cos (mouthAngle), sin (mouthAngle)));
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float pacMan = max (max (body, eyes), min (mouthTop, mouthBottom));
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vec2 d = vec2 (pacMan, 0.13);
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P = p;
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// Gums
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vec3 q = vec3 (p.xy, mod (p.z + v, k2) - k2 * 0.5);
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float gum = max (length (q) - 6.0, -p.z);
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if (gum < d.x) {
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d = vec2 (gum, 0.35);
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P = q;
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}
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// Ground
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#ifdef GROUND
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q = vec3 (p.xy, p.z + v);
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float ground = (q.y + 50.0 + 14.0 * cos (q.x * k1) * cos (q.z * k1)) * 0.7;
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if (ground < d.x) {
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d = vec2 (ground, 0.55);
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P = q;
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}
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#endif
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// Ghost
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#ifdef GHOST
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v = VOXEL_RESOLUTION * floor ((130.0 + 60.0 * cos (iGlobalTime * 3.0)) / VOXEL_RESOLUTION);
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q = vec3 (p.xy, p.z + v);
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body = length (vec3 (q.x, max (q.y - 4.0, 0.0), q.z));
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body = max (body - 28.0, 22.0 - body);
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eyes = 8.0 - length (vec3 (abs (q.x) - 12.0, q.y - 10.0, q.z - 22.0));
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float bottom = (q.y + 28.0 + 4.0 * cos (p.x * 0.4) * cos (p.z * 0.4)) * 0.7;
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float ghost = max (max (body, eyes), -bottom);
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if (ghost < d.x) {
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d = vec2 (ghost, 0.76);
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P = q;
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}
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#endif
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// Scaling
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d.x /= VOXEL_RESOLUTION;
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return d;
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}
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// Distance to the (voxelized?) scene
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vec4 dist (inout vec3 p, in vec3 ray, in float voxelized, in float rayLengthMax) {
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vec3 P = p;
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vec2 d = vec2 (0.0, 0.0);
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float rayLength = 0.0;
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float rayLengthInVoxel = 0.0;
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float rayLengthCheckVoxel = 0.0;
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vec3 raySign = sign (ray);
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vec3 rayDeltaVoxel = raySign / ray;
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for (float rayStep = 0.0; rayStep < RAY_STEP_MAX; ++rayStep) {
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if (rayLength < rayLengthInVoxel) {
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d.x = distVoxel (fract (p + 0.5) - 0.5);
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if (d.x < DELTA) {
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break;
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}
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} else if (rayLength < rayLengthCheckVoxel) {
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vec3 rayDelta = (0.5 - raySign * (fract (p + 0.5) - 0.5)) * rayDeltaVoxel;
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float dNext = min (rayDelta.x, min (rayDelta.y, rayDelta.z));
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d = distScene (floor (p + 0.5), P);
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if (d.x < 0.0) {
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rayDelta = rayDeltaVoxel - rayDelta;
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d.x = max (rayLengthInVoxel - rayLength, DELTA - min (rayDelta.x, min (rayDelta.y, rayDelta.z)));
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rayLengthInVoxel = rayLength + dNext;
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} else {
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d.x = DELTA + dNext;
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}
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} else {
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d = distScene (p, P);
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if (voxelized > 0.5) {
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if (d.x < SQRT3 * 0.5) {
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rayLengthCheckVoxel = rayLength + abs (d.x) + SQRT3 * 0.5;
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d.x = max (rayLengthInVoxel - rayLength + DELTA, d.x - SQRT3 * 0.5);
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}
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} else if (d.x < DELTA) {
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break;
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}
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}
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rayLength += d.x;
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if (rayLength > rayLengthMax) {
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break;
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}
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p += d.x * ray;
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}
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return vec4 (d, rayLength, rand (P));
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}
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// Normal at a given point
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vec3 normal (in vec3 p, in float voxelized) {
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vec2 h = vec2 (DELTA, -DELTA);
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vec3 n;
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if (voxelized > 0.5) {
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p = fract (p + 0.5) - 0.5;
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n = h.xxx * distVoxel (p + h.xxx) +
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h.xyy * distVoxel (p + h.xyy) +
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h.yxy * distVoxel (p + h.yxy) +
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h.yyx * distVoxel (p + h.yyx);
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} else {
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n = h.xxx * distScene (p + h.xxx, n).x +
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h.xyy * distScene (p + h.xyy, n).x +
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h.yxy * distScene (p + h.yxy, n).x +
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h.yyx * distScene (p + h.yyx, n).x;
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}
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return normalize (n);
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}
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// HSV to RGB
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vec3 hsv2rgb (in vec3 hsv) {
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#ifdef HSV2RGB_SAFE
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hsv.yz = clamp (hsv.yz, 0.0, 1.0);
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#endif
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#ifdef HSV2RGB_FAST
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return hsv.z * (1.0 + 0.5 * hsv.y * (cos (2.0 * PI * (hsv.x + vec3 (0.0, 2.0 / 3.0, 1.0 / 3.0))) - 1.0));
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#else
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return hsv.z * (1.0 + hsv.y * clamp (abs (fract (hsv.x + vec3 (0.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 2.0, -1.0, 0.0));
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#endif
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}
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// Main function
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void mainImage (out vec4 fragColor, in vec2 fragCoord) {
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// Get the fragment
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vec2 frag = (2.0 * fragCoord.xy - iResolution.xy) / iResolution.y;
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// Define the rendering mode
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float modeTiming = iGlobalTime * 0.234;
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float modeAngle = PI * cos (iGlobalTime * 0.2);
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modeAngle = dot (frag - vec2 (cos (iGlobalTime * 2.0), 0.0), vec2 (cos (modeAngle), sin (modeAngle)));
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float modeVoxel = step (0.5, fract (modeTiming / (4.0 * PI)));
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modeTiming = cos (modeTiming);
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float mode3D = smoothstep (0.8, 0.5, modeTiming);
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float modeSwitch = smoothstep (0.995, 1.0, modeTiming) + smoothstep (0.02, 0.0, abs (modeAngle)) * (1.0 - modeVoxel);
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modeVoxel += step (0.0, modeAngle) * (1.0 - modeVoxel);
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// Define the ray corresponding to this fragment
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vec3 ray = normalize (vec3 (frag, mix (8.0, CAMERA_FOCAL_LENGTH, mode3D)));
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// Compute the orientation of the camera
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float yawAngle = PI * (1.2 + 0.2 * cos (iGlobalTime * 0.5));
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float pitchAngle = PI * (0.1 * cos (iGlobalTime * 0.3) - 0.05);
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#ifdef MOUSE
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yawAngle += 4.0 * PI * iMouse.x / iResolution.x;
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pitchAngle += PI * 0.3 * (1.0 - iMouse.y / iResolution.y);
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#endif
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yawAngle = mix (PI * 1.5, yawAngle, mode3D);
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pitchAngle *= mode3D;
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float cosYaw = cos (yawAngle);
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float sinYaw = sin (yawAngle);
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float cosPitch = cos (pitchAngle);
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float sinPitch = sin (pitchAngle);
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mat3 cameraOrientation;
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cameraOrientation [0] = vec3 (cosYaw, 0.0, -sinYaw);
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cameraOrientation [1] = vec3 (sinYaw * sinPitch, cosPitch, cosYaw * sinPitch);
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cameraOrientation [2] = vec3 (sinYaw * cosPitch, -sinPitch, cosYaw * cosPitch);
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ray = cameraOrientation * ray;
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// Compute the origin of the ray
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float cameraDist = mix (300.0, 95.0 + 50.0 * cos (iGlobalTime * 0.8), mode3D);
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vec3 origin = (vec3 (0.0, 0.0, 40.0 * sin (iGlobalTime * 0.2)) - cameraOrientation [2] * cameraDist) / VOXEL_RESOLUTION;
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// Compute the distance to the scene
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glowCounter = 0.0;
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vec4 d = dist (origin, ray, modeVoxel, RAY_LENGTH_MAX / VOXEL_RESOLUTION);
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// Set the background color
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vec3 finalColor = hsv2rgb (vec3 (0.2 * ray.y + 0.4 * modeVoxel - 0.37, 1.0, mode3D * BACKGROUND));
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vec3 glowColor = GLOW * vec3 (1.0, 0.3, 0.0) * glowCounter / RAY_STEP_MAX;
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if (d.x < DELTA) {
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// Set the object color
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vec3 color = hsv2rgb (vec3 (d.y + 0.1 * d.w * modeVoxel, 0.5 + 0.5 * modeVoxel, 1.0));
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// Lighting
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vec3 l = normalize (mix (vec3 (1.0, 0.0, 0.0), vec3 (1.25 + cos (iGlobalTime * 0.2), 1.0, 1.0), mode3D));
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#ifdef VOXEL_LIGHTING
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if (modeVoxel > 0.5) {
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vec3 n = normal (floor (origin + 0.5), 0.0);
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float diffuse = max (0.0, dot (n, l));
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float specular = pow (max (0.0, dot (reflect (ray, n), l)), SPECULAR_POWER) * SPECULAR_INTENSITY;
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color = (AMBIENT + diffuse) * color + specular;
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}
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#endif
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vec3 n = normal (origin, modeVoxel);
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float diffuse = dot (n, l);
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float specular;
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if (diffuse < 0.0) {
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diffuse = 0.0;
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specular = 0.0;
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} else {
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specular = pow (max (0.0, dot (reflect (ray, n), l)), SPECULAR_POWER) * SPECULAR_INTENSITY;
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#ifdef SHADOW
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origin += n * DELTA * 2.0;
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vec4 shadow = dist (origin, l, modeVoxel, SHADOW_LENGTH / VOXEL_RESOLUTION);
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if (shadow.x < DELTA) {
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shadow.z = pow (min (1.0, shadow.z * VOXEL_RESOLUTION / SHADOW_LENGTH), SHADOW_POWER);
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diffuse *= shadow.z;
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specular *= shadow.z;
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}
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#endif
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}
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color = (AMBIENT + diffuse) * color + specular;
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// Fading
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float fade = pow (max (0.0, 1.0 - d.z * VOXEL_RESOLUTION / RAY_LENGTH_MAX), FADE_POWER);
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finalColor = mix (finalColor, color, fade);
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}
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// Set the fragment color
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finalColor = mix (pow (finalColor, vec3 (GAMMA)) + glowColor, vec3 (1.0), modeSwitch);
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fragColor = vec4 (finalColor, 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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