#version 450 // Spell Demon's Souls - leon - 2017-10-21 // https://www.shadertoy.com/view/XljcD1 // A sketch inspired by Dark Souls. Sometime you can see the twisted souls emerging from the distorted shapes. I could tweak this for days and nights... 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 = gl_Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; float iGlobalTime = float(global.FrameCount)*0.025; vec2 iResolution = global.OutputSize.xy; #define STEPS 1./50. #define VOLUME_BIAS 0.01 #define MIN_DIST 0.005 #define STEP_DAMPING .9 #define PI 3.14159 #define TAU PI*2. // raymarch toolbox float rng (vec2 seed) { return fract(sin(dot(seed*.1684,vec2(54.649,321.547)))*450315.); } mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); } float sdSphere (vec3 p, float r) { return length(p)-r; } float sdCylinder (vec2 p, float r) { return length(p)-r; } float sdIso(vec3 p, float r) { return max(0.,dot(p,normalize(sign(p))))-r; } float sdBox( vec3 p, vec3 b ) { vec3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); } float amod (inout vec2 p, float count) { float an = TAU/count; float a = atan(p.y,p.x)+an/2.; float c = floor(a/an); a = mod(a,an)-an/2.; p.xy = vec2(cos(a),sin(a))*length(p); return c; } float repeat (float v, float c) { return mod(v,c)-c/2.; } float smin (float a, float b, float r) { float h = clamp(.5+.5*(b-a)/r, 0., 1.); return mix(b,a,h)-r*h*(1.-h); } // geometry for spell float tubes (vec3 pos) { // cylinder made of 8 tube float cylinderRadius = .02; // change shape vec3 p = pos; p.xz *= rot(p.y*.5); // twist amount float c = amod(p.xz, 8.); // amount of tubes p.x -= 2.; // tube cylinder radius float tube = sdCylinder(p.xz, cylinderRadius); // another cylinder made of tubes 16 p = pos; p.xz *= rot(-p.y*.5); // twist amount c = amod(p.xz, 16.); // amount of tubes p.x -= 2.; // tube cylinder radius tube = smin(tube, sdCylinder(p.xz, cylinderRadius), .15); return tube; } // geometry for spell float disks (vec3 pos) { float radius = 1.5; float radiusInner = .57; float thin = .01; float repeatY = 2.; float cellY = floor(pos.y/repeatY); float a = atan(pos.z,pos.x)-iGlobalTime*.3+cellY*.1; vec3 p = pos; p.y += sin(a*6.)*.1; p.y = repeat(p.y, repeatY); float disk = max(-sdCylinder(p.xz, radiusInner), sdCylinder(p.xz, radius)); disk = max(abs(p.y)-thin,disk); return disk; } vec3 anim1 (vec3 p) { float t = iGlobalTime*.5; p.xz *= rot(t); p.xy *= rot(t*.7); p.yz *= rot(t*.5); return p; } vec3 anim2 (vec3 p) { float t = -iGlobalTime*.4; p.xz *= rot(t*.9); p.xy *= rot(t*.6); p.yz *= rot(t*.3); return p; } float map (vec3 pos) { float scene = 1000.; // ground and ceiling #ifdef BUMP float bump = texture(iChannel0, pos.xz*.1).r; #else float bump = 0.0; #endif float ground = 2. - bump*.1; scene = min(scene, pos.y+ground); scene = min(scene, -(pos.y-ground)); // spell geometry 1 vec3 p = pos; p.y += sin(atan(p.z,p.x)*10.)*3.; // change numbers to get new distortion p.xz *= rot(p.y*.2-iGlobalTime); p = anim1(p); p.x = length(p.xyz)-3.; scene = smin(scene, tubes(p), .5); scene = smin(scene, disks(p), .5); // spell geometry 2 p = pos; p.y += sin(atan(p.z,p.x)*3.)*2.; // change numbers to get new distortion p = anim2(p); p.xz *= rot(p.y+iGlobalTime); p.x = length(p.xyz)-3.; scene = smin(scene, tubes(p), .3); scene = smin(scene, disks(p), .3); return scene; } void camera (inout vec3 p) { #ifdef MOUSE p.xz *= rot((-PI*(iMouse.x/iResolution.x-.5))); #else p.xz *= rot((-PI*(0.0/iResolution.x-.5))); #endif } void mainImage( out vec4 color, in vec2 uv ) { uv = (uv.xy-.5*iResolution.xy)/iResolution.y; #ifdef MOUSE vec2 mouse = iMouse.xy/iResolution.xy; #else vec2 mouse = 0.0/iResolution.xy; #endif vec3 eye = vec3(0.,0.,-7.+mouse.y*3.); vec3 ray = normalize(vec3(uv,.7)); camera(eye); camera(ray); vec3 pos = eye; float shade = 0.; for (float i = 0.; i <= 1.; i += STEPS) { float dist = map(pos); if (dist < VOLUME_BIAS) { shade += STEPS; } if (shade >= 1.) break; dist *= STEP_DAMPING + .1 * rng(uv+fract(iGlobalTime)); dist = max(MIN_DIST, dist); pos += dist * ray; } color = vec4(1); color.rgb *= shade; } void main(void) { //just some shit to wrap shadertoy's stuff vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy; FragmentCoord.y = -FragmentCoord.y; mainImage(FragColor,FragmentCoord); }