mirror of
https://github.com/italicsjenga/slang-shaders.git
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333 lines
8.7 KiB
Plaintext
333 lines
8.7 KiB
Plaintext
#version 450
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// Cave Quest - Bergi - 2016-06-25
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// https://www.shadertoy.com/view/XdGXD3
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// Lot's of finetuning to get a nice cave fly-through.
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// Greetings to Kali and Shane
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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/** Cave Quest
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https://www.shadertoy.com/view/XdGXD3
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(cc) 2016, stefan berke
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Based on "Kali Trace" https://www.shadertoy.com/view/4sKXWG
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Interesting things here might be:
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- the distance formula in itself
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- wrapping 3d-space using sin() for endless kali-set patterns
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- kali-set used for normals, micro-normals and texturing
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- epsilon in normal estimation for artistic tuning
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*/
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// minimum distance to axis-aligned planes in kali-space
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// uses eiffie's mod (/p.w) https://www.shadertoy.com/view/XtlGRj
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// to keep the result close to a true distance function
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vec3 kali_set(in vec3 pos, in vec3 param)
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{
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vec4 p = vec4(pos, 1.);
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vec3 d = vec3(100.);
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for (int i=0; i<9; ++i)
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{
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p = abs(p) / dot(p.xyz,p.xyz);
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d = min(d, p.xyz/p.w);
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p.xyz = p.zxy - param;
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}
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return d;
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}
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// average of all iterations in kali-set
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vec3 kali_set_av(in vec3 p, in vec3 param)
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{
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vec3 d = vec3(0.);
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for (int i=0; i<13; ++i)
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{
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p = abs(p) / dot(p,p);
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d += exp(-p*8.);
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p.xyz = p.zxy - param;
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}
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return d / 8.;
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}
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// endless texture
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vec3 kali_tex(in vec3 p, in vec3 par)
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{
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vec3 k = kali_set_av(sin(p*3.)*.3, par);
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return 3.*k;
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}
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// endless texture normal
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vec3 kali_tex_norm(in vec3 p, in vec3 param, vec3 mask, float eps)
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{
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vec2 e = vec2(eps, 0.);
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return normalize(vec3(
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dot(kali_tex(p+e.xyy, param),mask) - dot(kali_tex(p-e.xyy, param),mask),
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dot(kali_tex(p+e.yxy, param),mask) - dot(kali_tex(p-e.yxy, param),mask),
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dot(kali_tex(p+e.yyx, param),mask) - dot(kali_tex(p-e.yyx, param),mask)));
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}
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// camera path
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vec3 path(in float z)
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{
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float t = z;
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vec3 p = vec3(sin(t)*.5,
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.26*sin(t*3.16),
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z);
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return p;
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}
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float DE(in vec3 p, in vec3 param)
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{
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// tube around path
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float r = .13+.1*sin(p.z*.89);
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vec3 pp = p - path(p.z); float d = r-max(abs(pp.x), abs(pp.y));
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// displacement
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vec3 k = kali_set(sin(p), param);
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d += k.x+k.y+k.z;
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//d += max(k.x,max(k.y,k.z));
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//d += min(k.x,min(k.y,k.z));
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return d;
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}
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vec3 DE_norm(in vec3 p, in vec3 param, in float eps)
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{
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vec2 e = vec2(eps, 0.);
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return normalize(vec3(
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DE(p+e.xyy, param) - DE(p-e.xyy, param),
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DE(p+e.yxy, param) - DE(p-e.yxy, param),
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DE(p+e.yyx, param) - DE(p-e.yyx, param)));
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}
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// lighting/shading currently depends on this beeing 1.
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const float max_t = 1.;
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// common sphere tracing
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// note the check against abs(d) to get closer to surface
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// in case of overstepping
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float trace(in vec3 ro, in vec3 rd, in vec3 param)
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{
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float t = 0.001, d = max_t;
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for (int i=0; i<50; ++i)
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{
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vec3 p = ro + rd * t;
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d = DE(p, param);
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if (abs(d) <= 0.00001 || t >= max_t)
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break;
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t += d * .5; // above kali-distance still needs a lot of fudging
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}
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return t;
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}
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// "Enhanced Sphere Tracing"
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// Benjamin Keinert(1) Henry Schäfer(1) Johann Korndörfer Urs Ganse(2) Marc Stamminger(1)
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// 1 University of Erlangen-Nuremberg, 2 University of Helsinki
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//
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// It was a try... disabled by default (see rayColor() below)
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// Just here for experimentation
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// Obviously the algorithm does not like "fudging" which is needed for my distance field..
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// It renders more stuff close to edges but creates a lot of artifacts elsewhere
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float trace_enhanced(in vec3 ro, in vec3 rd, in vec3 param)
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{
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float omega = 1.2; // overstepping
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float t = 0.001;
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float candidate_error = 100000.;
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float candidate_t = t;
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float previousRadius = 0.;
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float stepLength = .0;
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float signedRadius;
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float pixelRadius = .012;
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float fudge = 0.6;
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for (int i = 0; i < 50; ++i)
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{
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signedRadius = DE(rd*t + ro, param);
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float radius = abs(signedRadius);
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bool sorFail = omega > 1. && (radius + previousRadius) < stepLength;
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if (sorFail)
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{
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stepLength -= omega * stepLength;
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omega = 1.;
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}
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else
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{
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stepLength = signedRadius * omega;
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}
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previousRadius = radius;
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float error = radius / t;
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if (!sorFail && error < candidate_error)
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{
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candidate_t = t;
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candidate_error = error;
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}
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if (!sorFail && error < pixelRadius || t > max_t)
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break;
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t += stepLength * fudge;
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}
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return (t > max_t || candidate_error > pixelRadius)
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? max_t : candidate_t;
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}
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// common ambient occlusion
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float traceAO(in vec3 ro, in vec3 rd, in vec3 param)
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{
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float a = 0., t = 0.01;
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for (int i=0; i<5; ++i)
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{
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float d = DE(ro+t*rd, param);
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a += d / t;
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t += abs(d);
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}
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return clamp(a / 8., 0., 1.);
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}
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// environment map, also drawn from kaliset
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vec3 skyColor(in vec3 rd)
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{
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//vec3 par = vec3(0.075, 0.565, .03);
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vec3 par = vec3(.9, .81, .71);
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vec3 c = kali_set(sin(rd*6.), par);
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c = pow(min(vec3(1.), c*2.+vec3(1.,.86,.6)), 1.+114.*c);
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return clamp(c, 0., 1.);
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}
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// trace and color
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vec3 rayColor(in vec3 ro, in vec3 rd)
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{
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// magic params for kali-set
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vec3 par1 = vec3(.9, .6+.5*sin(ro.z/50.), 1.), // scene geometry
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par2 = vec3(.63, .55, .73), // normal/bump map
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par3 = vec3(1.02, 0.82, 0.77); // normal/texture
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#if 1
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float t = trace(ro, rd, par1);
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#else
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float t = trace_enhanced(ro, rd, par1);
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#endif
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vec3 p = ro + t * rd;
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float d = DE(p, par1);
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vec3 col = vec3(0.);
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// did ray hit?
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if (d < 0.03)
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{
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float scr_eps = max(0.001, (t-0.1)*0.025);
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// "some" texture values
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vec3 kt = kali_tex(p, par3);
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// surface normal
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vec3 n = DE_norm(p, par1, 0.5*scr_eps), nn = n;
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// normal displacement
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n = normalize(n + 0.3*kali_tex_norm(p, par3+0.1*n, vec3(1), scr_eps));
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n = normalize(n + 0.3*DE_norm(sin(n*3.+kt), par2, 2.*scr_eps)); // micro-bumps
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// reflected ray
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vec3 rrd = reflect(rd,n);
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// normal towards light
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vec3 ln = normalize(path(p.z+.1) - p);
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// 1. - occlusion
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float ao = pow(traceAO(p, n, par1), 1.+3.*t);
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// surface color
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vec3 col1 = .45 * (vec3(.7,1.,.4) + kali_tex(p, par3));
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vec3 col2 = vec3(1.,.8,.6) + .3 * vec3(1.,.7,-.6) * kali_tex(p, par3);
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vec3 k = kali_set_av(sin(p*(1.+3.*ao))*.3, par3);
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vec3 surf = (.1 + .9 * ao)
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//* vec3(1.);
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* mix(col1, col2, min(1., pow(ao*2.2-.8*kt.x,5.)));
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// desaturate
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surf += .24 * (dot(surf,vec3(.3,.6,.1)) - surf);
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// -- lighting --
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float fres = pow(max(0., 1.-dot(rrd, n)), 1.) / (1.+2.*t);
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// phong
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surf += .25 * ao * max(0., dot(n, ln));
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// spec
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float d = max(0., dot(rrd, ln));
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surf += .4 * pow(ao*1.2,5.) * (.5 * d + .7 * pow(d, 8.));
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// fresnel highlight
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surf += clamp((t-.06)*8., 0.,1.6) *
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(.2+.8*ao) * vec3(.7,.8,1.) * fres;
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// environment map
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surf += .2 * (1.-fres) * ao * skyColor(rrd);
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// distance fog
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col = surf * pow(1.-t / max_t, 1.3);
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}
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return col;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 suv = fragCoord.xy / iResolution.xy;
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vec2 uv = (fragCoord.xy - iResolution.xy*.5) / iResolution.y * 2.;
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float ti = (iGlobalTime-14.)/8.;
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vec3 ro = path(ti);
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vec3 look = path(ti+.5);
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float turn = (ro.x-look.x)*1.;
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// lazily copied from Shane
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// (except the hacky turn param)
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float FOV = .7; // FOV - Field of view.
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vec3 fwd = normalize(look-ro);
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vec3 rgt = normalize(vec3(fwd.z, turn, -fwd.x));
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vec3 up = cross(fwd, rgt);
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vec3 rd = normalize(fwd + FOV*(uv.x*rgt + uv.y*up));
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vec3 col = rayColor(ro, rd);
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//col = skyColor(rd);
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col *= pow(1.-dot(suv-.5,suv-.5)/.5, .6);
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fragColor = vec4(pow(col,vec3(.8)),1.0);
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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