mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
399 lines
9.4 KiB
Plaintext
399 lines
9.4 KiB
Plaintext
#version 450
|
|
// Frozen Wasteland - 2015-03-02
|
|
// https://www.shadertoy.com/view/Xls3D2
|
|
// Frozen wasteland. Built on nimitz's model, although I didn't use his fog stuff afterall. It uses fog ray tracing included within the main ray march.
|
|
|
|
// Frozen wasteland
|
|
// https://www.shadertoy.com/view/Xls3D2
|
|
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
|
|
// By Dave Hoskins
|
|
|
|
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 ITR 90
|
|
#define FAR 110.
|
|
#define time iGlobalTime
|
|
#define MOD3 vec3(.16532,.17369,.15787)
|
|
#define SUN_COLOUR vec3(1., .95, .85)
|
|
|
|
#define TRIANGLE_NOISE // .. This
|
|
//#define FOUR_D_NOISE // ...Or this
|
|
//#define TEXTURE_NOISE // .. Or this (faster, but not as sharp edged)
|
|
//#define VALUE_NOISE // .. or more normal noise.
|
|
|
|
|
|
float height(in vec2 p)
|
|
{
|
|
float h = sin(p.x*.1+p.y*.2)+sin(p.y*.1-p.x*.2)*.5;
|
|
h += sin(p.x*.04+p.y*.01+3.0)*4.;
|
|
h -= sin(h*10.0)*.1;
|
|
return h;
|
|
}
|
|
|
|
float camHeight(in vec2 p)
|
|
{
|
|
float h = sin(p.x*.1+p.y*.2)+sin(p.y*.1-p.x*.2)*.5;
|
|
h += sin(p.x*.04+p.y*.01+3.0)*4.;
|
|
return h;
|
|
}
|
|
|
|
float smin( float a, float b)
|
|
{
|
|
const float k = 2.7;
|
|
float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 );
|
|
return mix( b, a, h ) - k*h*(1.0-h);
|
|
}
|
|
|
|
#define MOD2 vec2(.16632,.17369)
|
|
#define MOD3 vec3(.16532,.17369,.15787)
|
|
float tri(in float x){return abs(fract(x)-.5);}
|
|
|
|
float hash12(vec2 p)
|
|
{
|
|
p = fract(p * MOD2);
|
|
p += dot(p.xy, p.yx+19.19);
|
|
return fract(p.x * p.y);
|
|
}
|
|
float vine(vec3 p, in float c, in float h)
|
|
{
|
|
p.y += sin(p.z*.5625+1.3)*3.5-.5;
|
|
p.x += cos(p.z*2.)*1.;
|
|
vec2 q = vec2(mod(p.x, c)-c/2., p.y);
|
|
return length(q) - h*1.4 -sin(p.z*3.+sin(p.x*7.)*0.5)*0.1;
|
|
}
|
|
|
|
//========================================================================
|
|
// ################ DIFFERENT NOISE FUNCTIONS ################
|
|
#ifdef TRIANGLE_NOISE
|
|
vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y)), tri(p.z+tri(p.x)), tri(p.y+tri(p.x)));}
|
|
float Noise3d(in vec3 p)
|
|
{
|
|
float z=1.4;
|
|
float rz = 0.;
|
|
vec3 bp = p;
|
|
for (float i=0.; i<= 2.; i++ )
|
|
{
|
|
vec3 dg = tri3(bp);
|
|
p += (dg);
|
|
|
|
bp *= 2.;
|
|
z *= 1.5;
|
|
p *= 1.3;
|
|
|
|
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z;
|
|
bp += 0.14;
|
|
}
|
|
return rz;
|
|
}
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------
|
|
#ifdef FOUR_D_NOISE
|
|
|
|
vec4 quad(in vec4 p){return abs(fract(p.yzwx+p.wzxy)-.5);}
|
|
|
|
float Noise3d(in vec3 q)
|
|
{
|
|
float z=1.4;
|
|
vec4 p = vec4(q, iGlobalTime*.1);
|
|
float rz = 0.;
|
|
vec4 bp = p;
|
|
for (float i=0.; i<= 2.; i++ )
|
|
{
|
|
vec4 dg = quad(bp);
|
|
p += (dg);
|
|
|
|
z *= 1.5;
|
|
p *= 1.3;
|
|
|
|
rz+= (tri(p.z+tri(p.w+tri(p.y+tri(p.x)))))/z;
|
|
|
|
bp = bp.yxzw*2.0+.14;
|
|
}
|
|
return rz;
|
|
}
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------
|
|
#ifdef TEXTURE_NOISE
|
|
float Noise3d(in vec3 x)
|
|
{
|
|
|
|
x*=10.0;
|
|
float h = 0.0;
|
|
float a = .34;
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
vec3 p = floor(x);
|
|
vec3 f = fract(x);
|
|
f = f*f*(3.0-2.0*f);
|
|
|
|
vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy;
|
|
vec2 rg = textureLod( iChannel0, (uv+ 0.5)/256.0, 0.0 ).yx;
|
|
h += mix( rg.x, rg.y, f.z )*a;
|
|
a*=.5;
|
|
x+=x;
|
|
}
|
|
return h;
|
|
}
|
|
#endif
|
|
|
|
|
|
//--------------------------------------------------------------------------------
|
|
#ifdef VALUE_NOISE
|
|
float Hash(vec3 p)
|
|
{
|
|
p = fract(p * MOD3);
|
|
p += dot(p.xyz, p.yzx + 19.19);
|
|
return fract(p.x * p.y * p.z);
|
|
}
|
|
|
|
float Noise3d(in vec3 p)
|
|
{
|
|
vec2 add = vec2(1.0, 0.0);
|
|
p *= 10.0;
|
|
float h = 0.0;
|
|
float a = .3;
|
|
for (int n = 0; n < 4; n++)
|
|
{
|
|
vec3 i = floor(p);
|
|
vec3 f = fract(p);
|
|
f *= f * (3.0-2.0*f);
|
|
|
|
h += mix(
|
|
mix(mix(Hash(i), Hash(i + add.xyy),f.x),
|
|
mix(Hash(i + add.yxy), Hash(i + add.xxy),f.x),
|
|
f.y),
|
|
mix(mix(Hash(i + add.yyx), Hash(i + add.xyx),f.x),
|
|
mix(Hash(i + add.yxx), Hash(i + add.xxx),f.x),
|
|
f.y),
|
|
f.z)*a;
|
|
a*=.5;
|
|
p += p;
|
|
}
|
|
return h;
|
|
}
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------------------
|
|
float map(vec3 p)
|
|
{
|
|
p.y += height(p.zx);
|
|
float d = p.y+.5;
|
|
|
|
d = smin(d, vine(p+vec3(.8,0.,0),30.,3.3) );
|
|
d = smin(d, vine(p.zyx+vec3(0.,0,17.),33.,1.4) );
|
|
d += Noise3d(p*.05)*(p.y*1.2);
|
|
p.xz *=.2;
|
|
d+= Noise3d(p*.3);
|
|
return d;
|
|
}
|
|
float fogmap(in vec3 p, in float d)
|
|
{
|
|
p.xz -= time*7.+sin(p.z*.3)*3.;
|
|
p.y -= time*.5;
|
|
return (max(Noise3d(p*.008+.1)-.1,0.0)*Noise3d(p*.1))*.3;
|
|
}
|
|
|
|
float march(in vec3 ro, in vec3 rd, out float drift, in vec2 scUV)
|
|
{
|
|
float precis = 0.01;
|
|
float h=precis*2.0;
|
|
float d = hash12(scUV);
|
|
drift = 0.0;
|
|
for( int i=0; i<ITR; i++ )
|
|
{
|
|
vec3 p = ro+rd*d;
|
|
if(h < precis || d > FAR) break;
|
|
h = map(p);
|
|
drift += fogmap(p, d);
|
|
d += min(h*.65 + d * .002, 8.0);
|
|
}
|
|
drift = min(drift, 1.0);
|
|
return d;
|
|
}
|
|
|
|
vec3 normal( in vec3 pos, in float d )
|
|
{
|
|
vec2 eps = vec2( d *d* .003+.01, 0.0);
|
|
vec3 nor = vec3(
|
|
map(pos+eps.xyy) - map(pos-eps.xyy),
|
|
map(pos+eps.yxy) - map(pos-eps.yxy),
|
|
map(pos+eps.yyx) - map(pos-eps.yyx) );
|
|
return normalize(nor);
|
|
}
|
|
|
|
float bnoise(in vec3 p)
|
|
{
|
|
p.xz*=.4;
|
|
float n = Noise3d(p*3.)*0.4;
|
|
n += Noise3d(p*1.5)*0.2;
|
|
return n*n*.2;
|
|
}
|
|
|
|
vec3 bump(in vec3 p, in vec3 n, in float ds)
|
|
{
|
|
p.xz *= .4;
|
|
//p *= 1.0;
|
|
vec2 e = vec2(.01,0);
|
|
float n0 = bnoise(p);
|
|
vec3 d = vec3(bnoise(p+e.xyy)-n0, bnoise(p+e.yxy)-n0, bnoise(p+e.yyx)-n0)/e.x;
|
|
n = normalize(n-d*10./(ds));
|
|
return n;
|
|
}
|
|
|
|
float shadow(in vec3 ro, in vec3 rd, in float mint)
|
|
{
|
|
float res = 1.0;
|
|
|
|
float t = mint;
|
|
for( int i=0; i<12; i++ )
|
|
{
|
|
float h = map(ro + rd*t);
|
|
res = min( res, 4.*h/t );
|
|
t += clamp( h, 0.1, 1.5 );
|
|
}
|
|
return clamp( res, 0., 1.0 );
|
|
}
|
|
|
|
vec3 Clouds(vec3 sky, vec3 rd)
|
|
{
|
|
|
|
rd.y = max(rd.y, 0.0);
|
|
float ele = rd.y;
|
|
float v = (200.0)/rd.y;
|
|
|
|
rd.y = v;
|
|
rd.xz = rd.xz * v - time*8.0;
|
|
rd.xz *= .0004;
|
|
|
|
float f = Noise3d(rd.xzz*3.) * Noise3d(rd.zxx*1.3)*2.5;
|
|
f = f*pow(ele, .5)*2.;
|
|
f = clamp(f-.15, 0.01, 1.0);
|
|
|
|
return mix(sky, vec3(1),f );
|
|
}
|
|
|
|
|
|
vec3 Sky(vec3 rd, vec3 ligt)
|
|
{
|
|
rd.y = max(rd.y, 0.0);
|
|
|
|
vec3 sky = mix(vec3(.1, .15, .25), vec3(.8), pow(.8-rd.y, 3.0));
|
|
return mix(sky, SUN_COLOUR, min(pow(max(dot(rd,ligt), 0.0), 4.5)*1.2, 1.0));
|
|
}
|
|
float Occ(vec3 p)
|
|
{
|
|
float h = 0.0;
|
|
h = clamp(map(p), 0.5, 1.0);
|
|
return sqrt(h);
|
|
}
|
|
|
|
|
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
|
{
|
|
vec2 p = fragCoord.xy/iResolution.xy-0.5;
|
|
vec2 q = fragCoord.xy/iResolution.xy;
|
|
p.x*=iResolution.x/iResolution.y;
|
|
#ifdef MOUSE
|
|
vec2 mo = iMouse.xy / iResolution.xy-.5;
|
|
#else
|
|
vec2 mo = 0.0 / iResolution.xy-.5;
|
|
#endif
|
|
mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.07):mo;
|
|
mo.x *= iResolution.x/iResolution.y;
|
|
|
|
vec3 ro = vec3(0.+smoothstep(0.,1.,tri(time*1.5)*.3)*1.5, smoothstep(0.,1.,tri(time*3.)*3.)*0.08, -time*3.5-130.0);
|
|
ro.y -= camHeight(ro.zx)-.4;
|
|
mo.x += smoothstep(0.7,1.,sin(time*.35))*.5-1.5 - smoothstep(-.7,-1.,sin(time*.35))*.5;
|
|
|
|
vec3 eyedir = normalize(vec3(cos(mo.x),mo.y*2.-.05+sin(time*.5)*0.1,sin(mo.x)));
|
|
vec3 rightdir = normalize(vec3(cos(mo.x+1.5708),0.,sin(mo.x+1.5708)));
|
|
vec3 updir = normalize(cross(rightdir,eyedir));
|
|
vec3 rd=normalize((p.x*rightdir+p.y*updir)*1.+eyedir);
|
|
|
|
vec3 ligt = normalize( vec3(1.5, .9, -.5) );
|
|
float fg;
|
|
float rz = march(ro,rd, fg, fragCoord);
|
|
vec3 sky = Sky(rd, ligt);
|
|
|
|
vec3 col = sky;
|
|
|
|
if ( rz < FAR )
|
|
{
|
|
vec3 pos = ro+rz*rd;
|
|
vec3 nor= normal( pos, rz);
|
|
float d = distance(pos,ro);
|
|
nor = bump(pos,nor,d);
|
|
float shd = (shadow(pos,ligt,.04));
|
|
|
|
float dif = clamp( dot( nor, ligt ), 0.0, 1.0 );
|
|
vec3 ref = reflect(rd,nor);
|
|
float spe = pow(clamp( dot( ref, ligt ), 0.0, 1.0 ),5.)*2.;
|
|
|
|
float fre = pow( clamp(1.+dot(rd, nor),0.0,1.0), 3. );
|
|
col = vec3(.8);
|
|
col = col*dif*shd + fre*spe*shd*SUN_COLOUR +abs(nor.y)*vec3(.12, .13, .13);
|
|
// Fake the red absorption of ice...
|
|
d = Occ(pos+nor*3.);
|
|
col *= vec3(d, d, min(d*1.4, 1.0));
|
|
// Fog from ice storm...
|
|
col = mix(col, sky, smoothstep(FAR-25.,FAR,rz));
|
|
|
|
}
|
|
else
|
|
{
|
|
col = Clouds(col, rd);
|
|
}
|
|
|
|
|
|
// Fog mix...
|
|
col = mix(col, vec3(0.7, .7, .7), fg);
|
|
|
|
// Post...
|
|
col = mix(col, vec3(.5), -.1);
|
|
//col = clamp(pow(col*1.,vec3(0.4)),0.0, 1.0);
|
|
|
|
col = sqrt(col);
|
|
|
|
|
|
// Borders...
|
|
float f = smoothstep(0.0, 3.0, iGlobalTime)*.5;
|
|
col *= f+f*pow(70. *q.x*q.y*(1.0-q.x)*(1.0-q.y), .2);
|
|
|
|
|
|
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);
|
|
}
|