mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
646 lines
13 KiB
Plaintext
646 lines
13 KiB
Plaintext
#version 450
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// Ray * Bert - 2013-03-08
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// https://www.shadertoy.com/view/4sl3RH
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// --------
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// Ray*Bert!!! ( @!#?@! )
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// --| |---
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// |/
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// By Dave Hoskins
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// Finished for now... may come back later to put the other characters in.
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// V. 0.8 - Added colour changes and a fixed path for Q*Bert.
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// V. 0.7 - Better fur and ambient lighting.
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// V. 0.64 - Moving Q*bert.Behaves differently on different machines! :(
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// V. 0.63 - Pupil watching.
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// V. 0.62 - Asynchronous bounces.
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// V. 0.61 - Fur.
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// V. 0.60 - In the middle of getting old Q to move about.
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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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#define REFLECTIONS_ON
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#define PI 3.1415926535
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vec3 areaPlane = normalize(vec3(-1.0, 1.0, 1.0));
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vec3 lightDir = normalize(vec3(-1437.0, 1743.0, 430.0));
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vec3 QbertPos;
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float QbertRotation;
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vec3 balls[3];
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float squish[4];
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float radius[3];
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const vec3 ballStart1 = vec3(-.0, 2.6, -1.);
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const vec3 ballStart2 = vec3( 1.0, 2.6, 0.);
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const vec3 addLeft = vec3(-1.0, -1.0, 0.0);
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const vec3 addRight = vec3(.0, -1.0, 1.0);
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const vec3 QbertStart = vec3(-3.0, -1.3, .00);
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float time;
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float rand( float n )
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{
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return fract(sin(n*1233.23)*43758.5453);
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}
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float hash( float n )
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{
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return fract(sin(n)*43758.5453123);
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}
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float noise( in vec3 x )
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
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mix(mix( hash(n+113.0), hash(n+114.0),f.x),
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mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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return res;
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}
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vec2 rotate2D(vec2 p, float a)
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{
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float sa = sin(a);
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float ca = cos(a);
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vec2 r;
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r.x = ca*p.x + sa*p.y;
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r.y = -sa*p.x + ca*p.y;
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return r;
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}
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// Finding the movement location at a set time. Loopy IF-tastic!!...
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void GetLocation(int i, float s, out vec3 outPos1, out vec3 outPos2)
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{
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int end = int(mod(s, 8.0))-1;
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float r = floor(s/8.0) + float(i*547);
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vec3 pos;
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if (rand(float(r)) > .5)
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{
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pos = ballStart1;
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}else
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{
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pos = ballStart2;
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}
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for (int t = 0; t < 9; t++)
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{
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if (t == 0)
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{
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outPos1 = pos + vec3(0.0, 3.5, 0.0);
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}
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if (t == end)
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{
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outPos1 = pos;
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}
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if (t == end+1)
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{
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outPos2 = pos;
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if (t == 7)
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{
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outPos2 = outPos1 + vec3(0.0, -8.5, 0.0);
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}
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}
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if (rand(float(t)+r) > .5)
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{
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pos += addLeft;
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}else
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{
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pos += addRight;
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}
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}
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}
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//--------------------------------------------------------------------------------------------
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vec3 MoveQbert(int n, in vec3 pos, out float dir)
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{
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if (n == 0)
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{
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pos -= addLeft;
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dir = -90.0;
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}else
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if (n == 1)
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{
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pos -= addRight;
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dir = 180.0;
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}else
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if (n == 3)
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{
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pos += addLeft;
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dir = 90.0;
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}else
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{
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pos += addRight;
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dir = 0.0;
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}
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return pos;
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}
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//--------------------------------------------------------------------------------------------
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int DirTable[19];
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float GetQbertLocation(float s, out vec3 out1, out vec3 out2)
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{
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int end = int(mod(s, 18.0));
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float r = floor(s/18.0);
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vec3 pos = QbertStart;
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float dir = 0.0;
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float outDir;
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vec3 newPos;
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for (int t = 0; t < 19; t++)
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{
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if (t == end)
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{
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out1 = pos;
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}
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if (t == end+1)
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{
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out2 = pos;
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outDir = dir / 180.0 * PI;
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}
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int val = DirTable[t];
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pos = MoveQbert(val, pos, dir);
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}
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return outDir;
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}
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//----------------------- Distance Estimation fields -------------------
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float deTorus( vec3 p, vec2 t )
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{
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vec2 q = vec2(length(p.xy)-t.x,p.z);
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return length(q)-t.y;
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}
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float deQBertEyes(vec3 p)
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{
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float t = squish[3];//clamp(fra*.25, 0.0, 0.2)-.2;
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p.y -= t;
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p.xz = rotate2D(p.xz, QbertRotation);
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vec3 pos = p + vec3(-.08, -.17, -.18);
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float d = length(pos)-.12;
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pos = p + vec3(.08, -.17, -.18);
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d = min(d, length(pos)-.12);
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return d;
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}
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float deQBert(vec3 pos)
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{
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pos.xz = rotate2D(pos.xz, QbertRotation);
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vec3 p = pos;
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// Torso...
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float t = squish[3];//clamp(fra*.25, 0.0, 0.2)-.2;
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p.y -=t;
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p.y *= .9;
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float d = length(p)-.32;
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p = pos * vec3(1.0, 1.0, .3);
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p.z -= .1;
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p.y -= t;
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d = min(d, deTorus(p, vec2(.07, .06)));
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// Vertical legs...
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p = (pos * vec3(1.0, .4, 1.0))- vec3(-.13, -.2, -.1);
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d = min(d, length(p)-.06);
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p = (pos * vec3(1.0, .4, 1.0))- vec3(.13, -.2, -.1);
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d = min(d, length(p)-.06);
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// Feet...
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p = (pos * vec3(.4, .8, .3))- vec3(-.05, -.5, .01);
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d = min(d, length(p)-.03);
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p = (pos * vec3(.4, .8, .3))- vec3(.05, -.5, .01);
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d = min(d, length(p)-.03);
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return d;
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}
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float deBall(vec3 p, float s)
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{
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return length(p)-s;
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}
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float dePlane(vec3 p, vec3 planeN)
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{
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return dot(p, planeN);
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}
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float PlayArea(vec3 p)
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{
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float d;
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d = dePlane(p, areaPlane);
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return d;
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}
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//--------------------------------------------------------------------------------------------
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float Scene(in vec3 p, out int which)
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{
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float d = 1000.0, f;
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for (int i =0; i < 3; i++)
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{
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vec3 pos = p-balls[i];
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// Squish it...
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pos.xz /= squish[i];
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pos.y *= squish[i];
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f = deBall(pos, radius[i]);
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if (f < d)
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{
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d = f;
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which = i;
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}
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}
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f = deQBert(p - QbertPos);
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if (f < d)
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{
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d = f;
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which = 4;
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}
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f = deQBertEyes(p - QbertPos);
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if (f < d)
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{
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d = f;
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which = 5;
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}
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return d;
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}
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//------------------------------ Lighting ------------------------------------
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// Calculate scene normal
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vec3 SceneNormal(vec3 pos )
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{
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float eps = 0.001;
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vec3 n;
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int m;
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float d = Scene(pos, m);
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n.x = Scene( vec3(pos.x+eps, pos.y, pos.z), m ) - d;
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n.y = Scene( vec3(pos.x, pos.y+eps, pos.z),m ) - d;
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n.z = Scene( vec3(pos.x, pos.y, pos.z+eps),m ) - d;
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return normalize(n);
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}
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vec3 HueGradient(float t)
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{
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t += .4;
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vec3 p = abs(fract(t + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
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return (clamp(p - 1.0, 0.0, 1.0));
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}
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// Colouring in the fragments...
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vec3 LightCubes(vec3 pos, vec3 n)
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{
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vec3 qpos = QbertStart;
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float dir;
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ivec3 ipos = ivec3(floor(pos+.5));
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float foundHit = 0.0;
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int end = int(mod(time*.8, 18.0));
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vec3 areaColour = vec3(.53, .7, .85);
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for (int t = 0; t < 18; t++)
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{
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qpos = MoveQbert(DirTable[t], qpos, dir);
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ivec3 ip = ivec3(floor(qpos+.5));
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if (ip == ipos && n.y >= .8)
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{
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if (t >= end)
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foundHit = .5;
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else
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foundHit = 1.5;
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}
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}
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if (foundHit > 0.0) areaColour = HueGradient((floor((time*.8/18.0))+foundHit)/4.23);
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float diff = dot(n, lightDir);
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diff = max(diff, 0.0);
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return diff * areaColour;
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}
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vec3 LightCharacters(vec3 pos, vec3 norm, vec3 dir, int m)
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{
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float specular = 0.0;
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vec3 ballColour;
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float specSize = 8.0;
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vec3 specColour = vec3(1.0, 1.0, 1.0);
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if (m == 7)
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{
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ballColour = vec3(1.0, 1.0, 1.0);
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specColour = vec3(0.0, 0.0, 0.0);
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specSize = 2.0;
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}
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if (m == 6)
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{
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norm += (noise((pos-QbertPos)*42.0)*.5)-.5;
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ballColour = vec3(1.2, 0.42, 0.);
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}
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else
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{
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vec3 reflect = ((-2.0*(dot(dir, norm))*norm)+dir);
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specular = pow(max(dot(reflect, lightDir), 0.0), specSize);
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if (m == 2)
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{
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ballColour = vec3(1.0, 0.0, 1.0);
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}else
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if (m == 3)
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{
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ballColour = vec3(1.0, 0.0, 0.0);
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}else
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if (m == 4)
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{
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ballColour = vec3(0.0, 1.0, 0.0);
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}
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}
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float diff = dot(norm, lightDir);
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diff = max(diff, 0.3);
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return mix(diff * ballColour, specColour, specular);
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}
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//--------------------------------------------------------------------------------------------
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float DistanceFields(vec3 ro, vec3 rd, out int hit, out vec3 pos)
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{
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float len = .0;
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float d;
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hit = 0;
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int m = 0;
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for (int st = 0; st < 22; st++)
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{
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pos = ro + rd * len;
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d = Scene(pos, m);
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if (d < 0.01)
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{
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hit = m+1;
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break;
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}
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len += d;
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}
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return len;
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}
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//--------------------------------------------------------------------------------------------
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// Voxel grid search that I found in 1994 in Graphics Gems IV - "Voxel Traversal along a 3D Line"!
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// This (Amanatides & Woo) varient is from another shader on here, but with some calculations removed,
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// and the distance value fixed.
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// I had to use voxels as standard distance fields don't work for perfectly aligned cubes.
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float VoxelTrace(vec3 ro, vec3 rd, out bool hit, out vec3 hitNormal, out vec3 pos)
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{
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const int maxSteps = 41;
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vec3 voxel = floor(ro)+.5001;
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vec3 step = sign(rd);
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//voxel = voxel - vec3(rd.x > 0.0, rd.y > 0.0, rd.z > 0.0);
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vec3 tMax = (voxel - ro) / rd;
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vec3 tDelta = 1.0 / abs(rd);
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vec3 hitVoxel = voxel;
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hit = false;
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float hitT = 0.0;
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for(int i=0; i < maxSteps; i++)
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{
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if (!hit)
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{
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float d = PlayArea(voxel);
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if (d <= 0.0 && !hit)
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{
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hit = true;
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hitVoxel = voxel;
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break;
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}
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bool c1 = tMax.x < tMax.y;
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bool c2 = tMax.x < tMax.z;
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bool c3 = tMax.y < tMax.z;
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if (c1 && c2)
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{
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voxel.x += step.x;
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tMax.x += tDelta.x;
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if (!hit)
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{
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hitNormal = vec3(-step.x, 0.0, 0.0);
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hitT = tMax.x-tDelta.x;
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}
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} else if (c3 && !c1)
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{
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voxel.y += step.y;
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tMax.y += tDelta.y;
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if (!hit)
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{
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hitNormal = vec3(0.0, -step.y, 0.0);
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hitT = tMax.y-tDelta.y;
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}
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} else
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{
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voxel.z += step.z;
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tMax.z += tDelta.z;
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if (!hit)
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{
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hitNormal = vec3(0.0, 0.0, -step.z);
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hitT = tMax.z-tDelta.z;
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}
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}
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}
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}
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if (hit)
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{
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if (hitVoxel.x > 1.75 || hitVoxel.z < -1.75 || hitVoxel.y < -3.5)
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{
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hit = false;
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hitT = 1000.0;
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}
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}
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pos = ro + hitT * rd;
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return hitT;
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}
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//--------------------------------------------------------------------------------------------
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// Do all the ray casting for voxels and normal distance fields...
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float TraceEverything(vec3 ro,vec3 rd, out int material, out vec3 hitNormal, out vec3 pos)
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{
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bool hit1;
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int hit2;
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vec3 pos2;
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float dist = VoxelTrace(ro, rd, hit1, hitNormal, pos);
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float dist2 = DistanceFields(ro, rd, hit2, pos2);
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if (hit2 > 0 && dist2 < dist)
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{
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hitNormal = SceneNormal(pos2);
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pos = pos2;
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material = hit2+1;
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}else
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if (hit1)
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{
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material = 1;
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}else
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{
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material = 0;
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}
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return dist;
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}
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//--------------------------------------------------------------------------------------------
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int TraceShadow(vec3 ro, vec3 rd)
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{
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int hit;
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vec3 pos;
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float dist2 = DistanceFields(ro, rd, hit, pos);
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return hit;
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}
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//--------------------------------------------------------------------------------------------
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vec3 DoMaterialRGB(int m, vec3 pos, vec3 norm, vec3 rd)
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{
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vec3 rgb;
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if (m == 1)
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{
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rgb = LightCubes(pos, norm);
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}else
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if (m >= 2)
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{
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rgb = LightCharacters(pos, norm, rd, m);
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}else
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{
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rgb = mix(vec3(.0, .05, .1), vec3(0.4, 0.6, .8), abs(rd.y*1.));
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}
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return rgb;
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}
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//--------------------------------------------------------------------------------------------
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// For Q*Bert's movement to loop properly they needed a direction table...
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// 1 0
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// \ /
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// @
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// / \
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// 3 2
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|
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DirTable[0] = 0; DirTable[1] = 2; DirTable[2] = 0; DirTable[3] = 2;
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DirTable[4] = 0; DirTable[5] = 2; DirTable[6] = 0; DirTable[7] = 1; DirTable[8] = 1; DirTable[9] = 3; DirTable[10] = 1;
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DirTable[11] = 1; DirTable[12] = 3; DirTable[13] = 3; DirTable[14] = 3;
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DirTable[15] = 3; DirTable[16] = 2; DirTable[17] = 0; DirTable[18] = 0;
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|
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time = iGlobalTime*1.8878;;
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|
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vec2 pixel = (fragCoord.xy / iResolution.xy)*2.0-1.0;
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float asp = iResolution.x / iResolution.y;
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vec3 rd = normalize(vec3(asp*pixel.x, pixel.y-1.23, -3.5));
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vec3 ro = vec3(-14.0, 6.3, 14.0);
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|
// Rotate it to look at the plane
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|
rd.xz = rotate2D(rd.xz, -(PI/4.0));
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|
|
|
float sec, fra;
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|
vec3 rgb;
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|
vec3 norm, pos;
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|
int material;
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|
vec3 pos1, pos2;
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|
radius[0] = .4;
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|
radius[1] = .33;
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|
radius[2] = .25;
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|
for (int i = 0; i < 3; i++)
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|
{
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|
sec = time * float(i+3) * .2;
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|
fra = fract(sec);
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|
sec = floor(sec);
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|
|
|
GetLocation(i, sec, pos1, pos2);
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balls[i] = mix(pos1, pos2, fra);
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|
balls[i].y += sin(fra*PI);
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|
if (balls[i].y > -2.5)
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|
{
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|
float t = clamp(-fra*.75+1.3, 1.0, 1.3);
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|
squish[i] = t;
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|
}else
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|
{
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|
squish[i] = 1.0;
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|
}
|
|
}
|
|
|
|
|
|
fra = fract(time*.8);
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|
sec = floor(time*.8);
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|
QbertRotation = GetQbertLocation(sec, pos1, pos2);
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|
|
|
float t = clamp(fra*.5, 0.0, 0.2)-.3;
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|
squish[3] = t;
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|
QbertPos = mix(pos1, pos2, fra);
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|
QbertPos.y += sin(fra*PI)+.5;
|
|
|
|
|
|
TraceEverything(ro, rd, material, norm, pos);
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|
rgb = DoMaterialRGB(material, pos, norm, rd);
|
|
|
|
// Do the shadow casting of the balls...
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|
if (dot(norm, lightDir) > 0.1 && material > 0 && TraceShadow(pos+lightDir*.04, lightDir) != 0)
|
|
{
|
|
rgb *= .4;
|
|
}
|
|
|
|
|
|
#ifdef REFLECTIONS_ON
|
|
if (material > 0 && material != 6)
|
|
{
|
|
ro = pos;
|
|
rd = ((-2.0*(dot(rd, norm))*norm)+rd);
|
|
TraceEverything(ro+rd*0.04, rd, material, norm, pos);
|
|
rgb = mix(rgb, DoMaterialRGB(material, pos, norm, rd), .13);
|
|
}
|
|
#endif
|
|
|
|
// Curve the brightness a little...
|
|
rgb = pow(rgb, vec3(.8, .8, .8));
|
|
|
|
fragColor=vec4(rgb, 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);
|
|
}
|