#version 450 // A lot of spheres. Created by Reinder Nijhoff 2013 // @reindernijhoff // // https://www.shadertoy.com/view/lsX3WH // 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 SHADOW #define REFLECTION #define RAYCASTSTEPS 40 #define EXPOSURE 0.9 #define EPSILON 0.0001 #define MAXDISTANCE 400. #define GRIDSIZE 8. #define GRIDSIZESMALL 5. #define MAXHEIGHT 10. #define SPEED 0.5 #define time iGlobalTime // // math functions // const mat2 mr = mat2 (0.84147, 0.54030, 0.54030, -0.84147 ); float hash( float n ) { return fract(sin(n)*43758.5453); } vec2 hash2( float n ) { return fract(sin(vec2(n,n+1.0))*vec2(2.1459123,3.3490423)); } vec2 hash2( vec2 n ) { return fract(sin(vec2( n.x*n.y, n.x+n.y))*vec2(2.1459123,3.3490423)); } vec3 hash3( float n ) { return fract(sin(vec3(n,n+1.0,n+2.0))*vec3(3.5453123,4.1459123,1.3490423)); } vec3 hash3( vec2 n ) { return fract(sin(vec3(n.x, n.y, n+2.0))*vec3(3.5453123,4.1459123,1.3490423)); } // // intersection functions // bool intersectPlane(vec3 ro, vec3 rd, float height, out float dist) { if (rd.y==0.0) { return false; } float d = -(ro.y - height)/rd.y; d = min(100000.0, d); if( d > 0. ) { dist = d; return true; } return false; } bool intersectUnitSphere ( in vec3 ro, in vec3 rd, in vec3 sph, out float dist, out vec3 normal ) { vec3 ds = ro - sph; float bs = dot( rd, ds ); float cs = dot( ds, ds ) - 1.0; float ts = bs*bs - cs; if( ts > 0.0 ) { ts = -bs - sqrt( ts ); if( ts>0. ) { normal = normalize( (ro+ts*rd)-sph ); dist = ts; return true; } } return false; } // // Scene // void getSphereOffset( vec2 grid, inout vec2 center ) { center = (hash2( grid+vec2(43.12,1.23) ) - vec2(0.5) )*(GRIDSIZESMALL); } void getMovingSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) { // falling? float s = 0.1+hash( grid.x*1.23114+5.342+754.324231*grid.y ); float t = 14.*s + time/s; float y = s * MAXHEIGHT * abs( cos( t ) ); vec2 offset = grid + sphereOffset; center = vec3( offset.x, y, offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE ); } void getSpherePosition( vec2 grid, vec2 sphereOffset, inout vec3 center ) { vec2 offset = grid + sphereOffset; center = vec3( offset.x, 0., offset.y ) + 0.5*vec3( GRIDSIZE, 2., GRIDSIZE ); } vec3 getSphereColor( vec2 grid ) { return normalize( hash3( grid+vec2(43.12*grid.y,12.23*grid.x) ) ); } vec3 trace(vec3 ro, vec3 rd, out vec3 intersection, out vec3 normal, out float dist, out int material) { material = 0; // sky dist = MAXDISTANCE; float distcheck; vec3 sphereCenter, col, normalcheck; if( intersectPlane( ro, rd, 0., distcheck) && distcheck < MAXDISTANCE ) { dist = distcheck; material = 1; normal = vec3( 0., 1., 0. ); col = vec3( 1. ); } else { col = vec3( 0. ); } // trace grid vec3 pos = floor(ro/GRIDSIZE)*GRIDSIZE; vec3 ri = 1.0/rd; vec3 rs = sign(rd) * GRIDSIZE; vec3 dis = (pos-ro + 0.5 * GRIDSIZE + rs*0.5) * ri; vec3 mm = vec3(0.0); vec2 offset; for( int i=0; i 1 || distance( ro.xz, pos.xz ) > dist+GRIDSIZE ) break; vec2 offset; getSphereOffset( pos.xz, offset ); getMovingSpherePosition( pos.xz, -offset, sphereCenter ); if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) { dist = distcheck; normal = normalcheck; material = 2; } getSpherePosition( pos.xz, offset, sphereCenter ); if( intersectUnitSphere( ro, rd, sphereCenter, distcheck, normalcheck ) && distcheck < dist ) { dist = distcheck; normal = normalcheck; col = vec3( 2. ); material = 3; } mm = step(dis.xyz, dis.zyx); dis += mm * rs * ri; pos += mm * rs; } vec3 color = vec3( 0. ); if( material > 0 ) { intersection = ro + rd*dist; vec2 map = floor(intersection.xz/GRIDSIZE)*GRIDSIZE; if( material == 1 || material == 3 ) { // lightning vec3 c = vec3( -GRIDSIZE,0., GRIDSIZE ); for( int x=0; x<3; x++ ) { for( int y=0; y<3; y++ ) { vec2 mapoffset = map+vec2( c[x], c[y] ); vec2 offset; getSphereOffset( mapoffset, offset ); vec3 lcolor = getSphereColor( mapoffset ); vec3 lpos; getMovingSpherePosition( mapoffset, -offset, lpos ); float shadow = 1.; #ifdef SHADOW if( material == 1 ) { for( int sx=0; sx<3; sx++ ) { for( int sy=0; sy<3; sy++ ) { if( shadow < 1. ) continue; vec2 smapoffset = map+vec2( c[sx], c[sy] ); vec2 soffset; getSphereOffset( smapoffset, soffset ); vec3 slpos, sn; getSpherePosition( smapoffset, soffset, slpos ); float sd; if( intersectUnitSphere( intersection, normalize( lpos - intersection ), slpos, sd, sn ) ) { shadow = 0.; } } } } #endif color += col * lcolor * ( shadow * max( dot( normalize(lpos-intersection), normal ), 0.) * (1. - clamp( distance( lpos, intersection )/GRIDSIZE, 0., 1.) ) ); } } } else { // emitter color = (1.5+dot(normal, vec3( 0.5, 0.5, -0.5) )) *getSphereColor( map ); } } return color; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 q = fragCoord.xy/iResolution.xy; vec2 p = -1.0+2.0*q; p.x *= iResolution.x/iResolution.y; // camera vec3 ce = vec3( cos( 0.232*time) * 10., 6.+3.*cos(0.3*time), GRIDSIZE*(time/SPEED) ); vec3 ro = ce; vec3 ta = ro + vec3( -sin( 0.232*time) * 10., -2.0+cos(0.23*time), 10.0 ); float roll = -0.15*sin(0.5*time); // camera tx vec3 cw = normalize( ta-ro ); vec3 cp = vec3( sin(roll), cos(roll),0.0 ); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = normalize( cross(cu,cw) ); vec3 rd = normalize( p.x*cu + p.y*cv + 1.5*cw ); // raytrace int material; vec3 normal, intersection; float dist; vec3 col = trace(ro, rd, intersection, normal, dist, material); #ifdef REFLECTION if( material > 0 ) { vec3 ro = intersection + EPSILON*normal; rd = reflect( rd, normal ); col += 0.05 * trace(ro, rd, intersection, normal, dist, material); } #endif col = pow( col, vec3(EXPOSURE, EXPOSURE, EXPOSURE) ); col = clamp(col, 0.0, 1.0); // vigneting col *= 0.25+0.75*pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.15 ); fragColor = vec4( col,1.0); } 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); }