#version 450 // Wet Stone - TDM - 2014-10-20 // https://www.shadertoy.com/view/ldSSzV // stone generation /* "Wet stone" by Alexander Alekseev aka TDM - 2014 License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Contact: tdmaav@gmail.com */ 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 SMOOTH const int NUM_STEPS = 32; const int AO_SAMPLES = 3; const vec2 AO_PARAM = vec2(1.2, 3.8); const vec2 CORNER_PARAM = vec2(0.25, 40.0); const float INV_AO_SAMPLES = 1.0 / float(AO_SAMPLES); const float TRESHOLD = 0.1; const float EPSILON = 1e-3; const float LIGHT_INTENSITY = 0.25; const vec3 RED = vec3(1.0,0.7,0.7) * LIGHT_INTENSITY; const vec3 ORANGE = vec3(1.0,0.67,0.43) * LIGHT_INTENSITY; const vec3 BLUE = vec3(0.54,0.77,1.0) * LIGHT_INTENSITY; const vec3 WHITE = vec3(1.2,1.07,0.98) * LIGHT_INTENSITY; const float DISPLACEMENT = 0.1; // 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 hash11(float p) { return fract(sin(p * 727.1)*435.545); } float hash12(vec2 p) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*437.545); } vec3 hash31(float p) { vec3 h = vec3(127.231,491.7,718.423) * p; return fract(sin(h)*435.543); } // 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); vec2 ii = i.xy + i.z * vec2(5.0); float a = hash12( ii + vec2(0.0,0.0) ); float b = hash12( ii + vec2(1.0,0.0) ); float c = hash12( ii + vec2(0.0,1.0) ); float d = hash12( ii + vec2(1.0,1.0) ); float v1 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y); ii += vec2(5.0); a = hash12( ii + vec2(0.0,0.0) ); b = hash12( ii + vec2(1.0,0.0) ); c = hash12( ii + vec2(0.0,1.0) ); d = hash12( ii + vec2(1.0,1.0) ); float v2 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y); return max(mix(v1,v2,u.z),0.0); } // fBm float fbm3(vec3 p, float a, float f) { return noise_3(p); } float fbm3_high(vec3 p, float a, float f) { float ret = 0.0; float amp = 1.0; float frq = 1.0; for(int i = 0; i < 4; i++) { float n = pow(noise_3(p * frq),2.0); ret += n * amp; frq *= f; amp *= a * (pow(n,0.2)); } return ret; } // 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; } // distance functions float plane(vec3 gp, vec4 p) { return dot(p.xyz,gp+p.xyz*p.w); } float sphere(vec3 p,float r) { return length(p)-r; } float capsule(vec3 p,float r,float h) { p.y -= clamp(p.y,-h,h); return length(p)-r; } float cylinder(vec3 p,float r,float h) { return max(abs(p.y/h),capsule(p,r,h)); } float box(vec3 p,vec3 s) { p = abs(p)-s; return max(max(p.x,p.y),p.z); } float rbox(vec3 p,vec3 s) { p = abs(p)-s; return length(p-min(p,0.0)); } float quad(vec3 p,vec2 s) { p = abs(p) - vec3(s.x,0.0,s.y); return max(max(p.x,p.y),p.z); } // boolean operations float boolUnion(float a,float b) { return min(a,b); } float boolIntersect(float a,float b) { return max(a,b); } float boolSub(float a,float b) { return max(a,-b); } // smooth operations. thanks to iq float boolSmoothIntersect(float a, float b, float k ) { float h = clamp(0.5+0.5*(b-a)/k, 0.0, 1.0); return mix(a,b,h) + k*h*(1.0-h); } float boolSmoothSub(float a, float b, float k ) { return boolSmoothIntersect(a,-b,k); } // world float rock(vec3 p) { float d = sphere(p,1.0); for(int i = 0; i < 9; i++) { float ii = float(i); float r = 2.5 + hash11(ii); vec3 v = normalize(hash31(ii) * 2.0 - 1.0); #ifdef SMOOTH d = boolSmoothSub(d,sphere(p+v*r,r * 0.8), 0.03); #else d = boolSub(d,sphere(p+v*r,r * 0.8)); #endif } return d; } float map(vec3 p) { float d = rock(p) + fbm3(p*4.0,0.4,2.96) * DISPLACEMENT; d = boolUnion(d,plane(p,vec4(0.0,1.0,0.0,1.0))); return d; } float map_detailed(vec3 p) { float d = rock(p) + fbm3_high(p*4.0,0.4,2.96) * DISPLACEMENT; d = boolUnion(d,plane(p,vec4(0.0,1.0,0.0,1.0))); return d; } // tracing vec3 getNormal(vec3 p, float dens) { vec3 n; n.x = map_detailed(vec3(p.x+EPSILON,p.y,p.z)); n.y = map_detailed(vec3(p.x,p.y+EPSILON,p.z)); n.z = map_detailed(vec3(p.x,p.y,p.z+EPSILON)); return normalize(n-map_detailed(p)); } vec2 getOcclusion(vec3 p, vec3 n) { vec2 r = vec2(0.0); for(int i = 0; i < AO_SAMPLES; i++) { float f = float(i)*INV_AO_SAMPLES; float hao = 0.01+f*AO_PARAM.x; float hc = 0.01+f*CORNER_PARAM.x; float dao = map(p + n * hao) - TRESHOLD; float dc = map(p - n * hc) - TRESHOLD; r.x += clamp(hao-dao,0.0,1.0) * (1.0-f); r.y += clamp(hc+dc,0.0,1.0) * (1.0-f); } r.x = pow(clamp(1.0-r.x*INV_AO_SAMPLES*AO_PARAM.y,0.0,1.0),0.5); r.y = clamp(r.y*INV_AO_SAMPLES*CORNER_PARAM.y,0.0,1.0); return r; } vec2 spheretracing(vec3 ori, vec3 dir, out vec3 p) { vec2 td = vec2(0.0); for(int i = 0; i < NUM_STEPS; i++) { p = ori + dir * td.x; td.y = map(p); if(td.y < TRESHOLD) break; td.x += (td.y-TRESHOLD) * 0.9; } return td; } // stone vec3 getStoneColor(vec3 p, float c, vec3 l, vec3 n, vec3 e) { c = min(c + pow(noise_3(vec3(p.x*20.0,0.0,p.z*20.0)),70.0) * 8.0, 1.0); float ic = pow(1.0-c,0.5); vec3 base = vec3(0.42,0.3,0.2) * 0.6; vec3 sand = vec3(0.51,0.41,0.32); vec3 color = mix(base,sand,c); float f = pow(1.0 - max(dot(n,-e),0.0), 1.5) * 0.75 * ic; color = mix(color,vec3(1.0),f); color += vec3(diffuse(n,l,0.5) * WHITE); color += vec3(specular(n,l,e,8.0) * WHITE * 1.5 * ic); n = normalize(n - normalize(p) * 0.4); color += vec3(specular(n,l,e,80.0) * WHITE * 1.5 * ic); return color; } // main void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 iuv = fragCoord.xy / iResolution.xy * 2.0 - 1.0; vec2 uv = iuv; uv.x *= iResolution.x / iResolution.y; float time = iGlobalTime * 0.3; // ray vec3 ang = vec3(0.0,0.2,time); #ifdef MOUSE if(iMouse.z > 0.0) ang = vec3(0.0,clamp(2.0-iMouse.y*0.01,0.0,3.1415),iMouse.x*0.01); #endif mat3 rot = fromEuler(ang); vec3 ori = vec3(0.0,0.0,2.8); vec3 dir = normalize(vec3(uv.xy,-2.0)); ori = ori * rot; dir = dir * rot; // tracing vec3 p; vec2 td = spheretracing(ori,dir,p); vec3 n = getNormal(p,td.y); vec2 occ = getOcclusion(p,n); vec3 light = normalize(vec3(0.0,1.0,0.0)); // color vec3 color = vec3(1.0); if(td.x < 3.5 && p.y > -0.89) color = getStoneColor(p,occ.y,light,n,dir); color *= occ.x; // post float vgn = smoothstep(1.2,0.7,abs(iuv.y)) * smoothstep(1.1,0.8,abs(iuv.x)); color *= 1.0 - (1.0 - vgn) * 0.15; 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); }