#version 450 // Mountain Peak - TDM - 2014-09-26 // https://www.shadertoy.com/view/llK3WR // Terrain with procedural hydraulic erosion. 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; // "Mountain Peak" by Alexander Alekseev aka TDM - 2014 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. #define WIND const int NUM_STEPS = 38; const int NUM_STEPS_VOLUME = 10; const float STRIDE = 0.75; const float STRIDE_VOLUME = 1.0; const float PI = 3.1415; const float EPSILON = 1e-3; // terrain const int ITER_GEOMETRY = 4; const int ITER_FRAGMENT = 7; const float TERR_HEIGHT = 12.0; const float TERR_WARP = 0.7; const float TERR_OCTAVE_AMP = 0.55; const float TERR_OCTAVE_FREQ = 2.5; const float TERR_MULTIFRACT = 0.27; const float TERR_CHOPPY = 1.9; const float TERR_FREQ = 0.24; const vec2 TERR_OFFSET = vec2(13.5,15.); const vec3 SKY_COLOR = vec3(0.5,0.59,0.75) * 0.6; const vec3 SUN_COLOR = vec3(1.,1.,0.98) * 0.75; const vec3 COLOR_SNOW = vec3(1.0,1.0,1.1) * 2.0; const vec3 COLOR_ROCK = vec3(0.0,0.1,0.1); vec3 light = normalize(vec3(1.0,1.0,-0.3)); // math mat3 fromEuler(vec3 ang) { vec2 a1 = vec2(sin(ang.x),cos(ang.x)); vec2 a2 = vec2(sin(ang.y),cos(ang.y)); vec2 a3 = vec2(sin(ang.z),cos(ang.z)); mat3 m; m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x); m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x); m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y); return m; } float saturate(float x) { return clamp(x,0.,1.); } /*float hash(vec2 p) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); }*/ float hash(vec2 p) { uint n = floatBitsToUint(p.x * 122.0 + p.y); n = (n << 13U) ^ n; n = n * (n * n * 15731U + 789221U) + 1376312589U; return uintBitsToFloat( (n>>9U) | 0x3f800000U ) - 1.0; } float hash3(vec3 p) { return fract(sin(p.x*p.y*p.z)*347624.531834); } // 3d noise float noise_3(in vec3 p) { vec3 i = floor( p ); vec3 f = fract( p ); vec3 u = f*f*(3.0-2.0*f); float a = hash3( i + vec3(0.0,0.0,0.0) ); float b = hash3( i + vec3(1.0,0.0,0.0) ); float c = hash3( i + vec3(0.0,1.0,0.0) ); float d = hash3( i + vec3(1.0,1.0,0.0) ); float v1 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y); a = hash3( i + vec3(0.0,0.0,1.0) ); b = hash3( i + vec3(1.0,0.0,1.0) ); c = hash3( i + vec3(0.0,1.0,1.0) ); d = hash3( i + vec3(1.0,1.0,1.0) ); float v2 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y); return abs(mix(v1,v2,u.z)); } // noise with analytical derivatives (thanks to iq) vec3 noise_deriv(in vec2 p) { vec2 i = floor( p ); vec2 f = fract( p ); vec2 u = f*f*(3.0-2.0*f); float a = hash( i + vec2(0.0,0.0) ); float b = hash( i + vec2(1.0,0.0) ); float c = hash( i + vec2(0.0,1.0) ); float d = hash( i + vec2(1.0,1.0) ); float h1 = mix(a,b,u.x); float h2 = mix(c,d,u.x); return vec3(abs(mix(h1,h2,u.y)), 6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx)); } // lighting float diffuse(vec3 n,vec3 l,float p) { return pow(max(dot(n,l),0.0),p); } float specular(vec3 n,vec3 l,vec3 e,float s) { float nrm = (s + 8.0) / (3.1415 * 8.0); return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; } // terrain vec3 octave(vec2 uv) { vec3 n = noise_deriv(uv); return vec3(pow(n.x,TERR_CHOPPY), n.y, n.z); } float map(vec3 p) { float frq = TERR_FREQ; float amp = 1.0; vec2 uv = p.xz * frq + TERR_OFFSET; vec2 dsum = vec2(0.0); float h = 0.0; for(int i = 0; i < ITER_GEOMETRY; i++) { vec3 n = octave((uv - dsum * TERR_WARP) * frq); h += n.x * amp; dsum += n.yz * (n.x*2.0-1.0) * amp; frq *= TERR_OCTAVE_FREQ; amp *= TERR_OCTAVE_AMP; amp *= pow(n.x,TERR_MULTIFRACT); } h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3); return p.y - h; } float map_detailed(vec3 p) { float frq = TERR_FREQ; float amp = 1.0; vec2 uv = p.xz * frq + TERR_OFFSET; vec2 dsum = vec2(0.0); float h = 0.0; for(int i = 0; i < ITER_FRAGMENT; i++) { vec3 n = octave((uv - dsum * TERR_WARP) * frq); h += n.x * amp; dsum += n.yz * (n.x*2.0-1.0) * amp; frq *= TERR_OCTAVE_FREQ; amp *= TERR_OCTAVE_AMP; amp *= pow(n.x,TERR_MULTIFRACT); } h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3); return p.y - h; } float map_noise(vec3 p) { p *= 0.5; float ret = noise_3(p); ret += noise_3(p * 2.0) * 0.5; ret = (ret - 1.0) * 5.0; return saturate(ret * 0.5 + 0.5); } // tracing vec3 getNormal(vec3 p, float eps) { vec3 n; n.y = map_detailed(p); n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; n.y = eps; return normalize(n); } float hftracing(vec3 ori, vec3 dir, out vec3 p, out float t) { float d = 0.0; t = 0.0; for(int i = 0; i < NUM_STEPS; i++) { p = ori + dir * t; d = map(p); if(d < 0.0) break; t += d*0.6; } return d; } float volume_tracing(vec3 ori, vec3 dir, float maxt) { float d = 0.0; float t = 0.0; float count = 0.0; for(int i = 0; i < NUM_STEPS_VOLUME; i++) { vec3 p = ori + dir * t; d += map_noise(p); if(t >= maxt) break; t += STRIDE_VOLUME; count += 1.0; } return d / count; } // color vec3 sky_color(vec3 e) { e.y = max(e.y,0.0); vec3 ret; ret.x = pow(1.0-e.y,3.0); ret.y = pow(1.0-e.y, 1.2); ret.z = 0.7+(1.0-e.y)*0.3; return ret; } vec3 terr_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) { float slope = 1.0-dot(n,vec3(0.,1.,0.)); vec3 ret = mix(COLOR_SNOW,COLOR_ROCK,smoothstep(0.0,0.2,slope*slope)); ret = mix(ret,COLOR_SNOW,saturate(smoothstep(0.6,0.8,slope+(p.y-TERR_HEIGHT*0.5)*0.05))); return ret; } // main void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; uv = uv * 2.0 - 1.0; uv.x *= iResolution.x / iResolution.y; float time = iGlobalTime * 0.1; // ray #ifdef MOUSE vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + iMouse.x*0.01); #else vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + 0.0*0.01); #endif mat3 rot = fromEuler(ang); vec3 ori = vec3(0.0,5.0,40.0); vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.12; dir = normalize(dir) * rot; ori = ori * rot; ori.y -= map(ori) * 0.75 - 3.0; // tracing vec3 p; float t; float dens = hftracing(ori,dir,p,t); vec3 dist = p - ori; vec3 n = getNormal(p, dot(dist,dist)* (1e-1 / iResolution.x)); // terrain vec3 color = terr_color(p,n,dir,dist) * SKY_COLOR; color += vec3(diffuse(n,light,2.0) * SUN_COLOR); color += vec3(specular(n,light,dir,20.0) * SUN_COLOR*0.4); // fog vec3 fog = sky_color(vec3(dir.x,0.,dir.z)); color = mix(color,fog,saturate(min(length(dist)*0.018, dot(p.xz,p.xz)*0.001))); // sky color = mix(sky_color(dir),color,step(dens,4.0)); color += pow(max(dot(dir,light),0.0),3.0)*0.3; // wind #ifdef WIND float wind = volume_tracing(ori,dir,t) * saturate(1.8 - p.y * 0.2); color = mix(color,fog, wind * 1.6); #endif // post color = (1.0 - exp(-color)) * 1.5; color = pow(color,vec3(0.85)); fragColor = vec4(color,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); }