#version 450 // proof of concept procedural shader // done for RA Vulkan backend // written by mudlord. 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 = Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; vec3 rotatex(in vec3 p, float ang) { return vec3(p.x, p.y*cos(ang) - p.z*sin(ang), p.y*sin(ang) + p.z*cos(ang)); } vec3 rotatey(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.z*sin(ang), p.y, p.x*sin(ang) + p.z*cos(ang)); } vec3 rotatez(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.y*sin(ang), p.x*sin(ang) + p.y*cos(ang), p.z); } float scene(vec3 p) { float time = float(global.FrameCount)*0.015; p = rotatex(p, 0.18*time); p = rotatez(p, 0.20*time); p = rotatey(p, 0.22*time); float d0 = length(max(abs(p) - 0.5, 0.0)) - 0.01 + clamp(sin((p.x +p.y + p.z)*20.0)*0.03, 0.0, 1.0); float d1 = length(p) - 0.5; return sin(max(d0, -d1)); } vec3 get_normal(vec3 p) { vec3 eps = vec3(0.01, 0.0, 0.0); float nx = scene(p + eps.xyy) - scene(p - eps.xyy); float ny = scene(p + eps.yxy) - scene(p - eps.yxy); float nz = scene(p + eps.yyx) - scene(p - eps.yyx); return normalize(vec3(nx, ny, nz)); } void main(void) { vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0; p.x *= global.OutputSize.x / global.OutputSize.y; vec3 ro = vec3(0.0, 0.0, 1.7); vec3 rd = normalize(vec3(p.x, p.y, -1.4)); vec3 color = (1.0 - vec3(length(p*0.5)))*0.2; vec3 pos = ro; float dist = 0.0; for (int i = 0; i < 64; i++) { float d = scene(pos); pos += rd*d; dist += d; } if (dist < 100.0) { vec3 n = get_normal(pos); vec3 r = reflect(normalize(pos - ro), n); vec3 h = -normalize(n + pos - ro); float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0); float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0); float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0); float spec = pow(clamp(dot(h, normalize(vec3(1, 1, 1))), 0.0, 1.0), 50.0); float amb = 0.2 + pos.y; color = diff*vec3(1, 1, 1) + diff2*vec3(1, 0, 0) + diff3*vec3(1, 0, 1) + spec*vec3(1, 1, 1) + amb*vec3(0.2, 0.2, 0.2); color /= dist; } FragColor = vec4(color, 1.0); }