Update mudlord-emeraldenvy4.slang

This commit is contained in:
rz5 2016-09-28 22:29:47 +01:00 committed by GitHub
parent b29741ca06
commit 417f24a968

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@ -9,7 +9,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
} global; } global;
#pragma stage vertex #pragma stage vertex
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5); const vec2 madd = vec2(0.5, 0.5);
@ -21,7 +21,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
float time = float(global.FrameCount)*0.0325; float time = float(global.FrameCount)*0.0325;
@ -35,42 +35,42 @@ 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_y = 0.125 + 0.25*sin(PI*speed*0.25);
float ground_z = speed*0.125; float ground_z = speed*0.125;
vec2 rotate(vec2 k,float t) vec2 rotate(vec2 k, float t)
{ {
return vec2(cos(t)*k.x-sin(t)*k.y, sin(t)*k.x+cos(t)*k.y); return vec2(cos(t)*k.x - sin(t)*k.y, sin(t)*k.x + cos(t)*k.y);
} }
float scene(vec3 p) float scene(vec3 p)
{ {
float ball_p = 0.25; float ball_p = 0.25;
float ball_w = ball_p*1.0; float ball_w = ball_p*1.0;
float ball = length(mod(p.xyz,ball_p)-ball_p*0.5)-ball_w; float ball = length(mod(p.xyz, ball_p) - ball_p*0.5) - ball_w;
float hole_w = ball_p*0.55; float hole_w = ball_p*0.55;
float hole = length(mod(p.xyz,ball_p)-ball_p*0.5)-hole_w; float hole = length(mod(p.xyz, ball_p) - ball_p*0.5) - hole_w;
float pipe_p = 0.015; float pipe_p = 0.015;
float pipe_w = pipe_p*0.42;//-0.00375*sync; 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_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)); 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))); return max(max(ball, -hole), max(pipe_y, max(pipe_y, pipe_z)));
} }
vec3 getNormal(vec3 pos) vec3 getNormal(vec3 pos)
{ {
vec3 e = vec3(0.0, 0.0001, 0.0); vec3 e = vec3(0.0, 0.0001, 0.0);
return normalize(vec3(scene(pos+e.yxx) - scene(pos-e.yxx), return normalize(vec3(scene(pos + e.yxx) - scene(pos - e.yxx),
scene(pos+e.xyx) - scene(pos-e.xyx), scene(pos + e.xyx) - scene(pos - e.xyx),
scene(pos+e.xxy) - scene(pos-e.xxy))); scene(pos + e.xxy) - scene(pos - e.xxy)));
} }
float render_scene(vec3 ray_origin, vec3 ray_dir,float t) float render_scene(vec3 ray_origin, vec3 ray_dir, float t)
{ {
const int ray_n=96; const int ray_n = 96;
for(int i = 0; i<ray_n; i++) for (int i = 0; i < ray_n; i++)
{ {
float k = scene(ray_origin+ray_dir*t); float k = scene(ray_origin + ray_dir*t);
t += k*fade; t += k*fade;
} }
return t; return t;
} }
@ -81,19 +81,19 @@ void main(void)
FragCoord.y = -FragCoord.y; FragCoord.y = -FragCoord.y;
vec2 position = (FragCoord.xy/resolution.xy); vec2 position = (FragCoord.xy/resolution.xy);
vec2 p = -1.0+2.0*position; vec2 p = -1.0 + 2.0*position;
//set up camera //set up camera
float speed = time*0.5; float speed = time*0.5;
vec3 dir = normalize(vec3(p*vec2(1.0,1.0),1.)); 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.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.zx = rotate(dir.zx,PI*1.0*cos(speed*0.25)); // rotation y
dir.xy = rotate(dir.xy,-speed*0.5); // rotation z dir.xy = rotate(dir.xy, -speed*0.5); // rotation z
vec3 ray = vec3(ground_x,ground_y,ground_z); vec3 ray = vec3(ground_x, ground_y, ground_z);
//the raymarch //the raymarch
float t = 0.0; float t = 0.0;
t = render_scene(ray,dir,t); t = render_scene(ray, dir, t);
vec3 hit = ray + dir*t; vec3 hit = ray + dir*t;
t += hit.x; t += hit.x;
@ -104,7 +104,7 @@ void main(void)
dir = reflect(dir, n); dir = reflect(dir, n);
dir = normalize(refract(dir, n, .82)); dir = normalize(refract(dir, n, .82));
t = render_scene(ray, dir, t); t = render_scene(ray, dir, t);
float c = (n.x*1.0 + n.y+n.z)*0.5; 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.); vec3 color = vec3(0., c*t*0.125*p.x + t*0.1, c*t*0.);
color *= 2.412; color *= 2.412;