mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
Update mudlord-emeraldenvy4.slang
This commit is contained in:
parent
675de2b5c2
commit
b29741ca06
|
@ -1,11 +1,11 @@
|
|||
#version 450
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -16,8 +16,8 @@ const vec2 madd = vec2(0.5, 0.5);
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = gl_Position.xy;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = gl_Position.xy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -37,76 +37,76 @@ 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);
|
||||
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));
|
||||
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)));
|
||||
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);
|
||||
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),
|
||||
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;
|
||||
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 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);
|
||||
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);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue