mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
331 lines
10 KiB
Plaintext
331 lines
10 KiB
Plaintext
#version 450
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// //
|
|
// GGGG IIIII AAA N N TTTTT PPPP AAA CCCC M M AAA N N //
|
|
// G I A A NN N T P P A A C MM MM A A NN N //
|
|
// G GG I AAAAA N N N T PPPP AAAAA C --- M M M AAAAA N N N //
|
|
// G G I A A N NN T P A A C M M A A N NN //
|
|
// GGGG IIIII A A N N T P A A CCCC M M A A N N //
|
|
// //
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
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;
|
|
|
|
// Parameters
|
|
#define VOXEL_RESOLUTION 1.5
|
|
#define VOXEL_LIGHTING
|
|
#define SHADOW
|
|
#define GROUND
|
|
#define GHOST
|
|
//#define MOUSE
|
|
#define HSV2RGB_FAST
|
|
|
|
#define CAMERA_FOCAL_LENGTH 2.0
|
|
#define DELTA 0.01
|
|
#define RAY_LENGTH_MAX 500.0
|
|
#define RAY_STEP_MAX 100.0
|
|
#define AMBIENT 0.2
|
|
#define SPECULAR_POWER 2.0
|
|
#define SPECULAR_INTENSITY 0.3
|
|
#define SHADOW_LENGTH 150.0
|
|
#define SHADOW_POWER 3.0
|
|
#define FADE_POWER 1.0
|
|
#define BACKGROUND 0.7
|
|
#define GLOW 0.4
|
|
#define GAMMA 0.8
|
|
|
|
// Math constants
|
|
#define PI 3.14159265359
|
|
#define SQRT3 1.73205080757
|
|
|
|
// Global variable to handle the glow effect
|
|
float glowCounter;
|
|
|
|
// PRNG (from https://www.shadertoy.com/view/4djSRW)
|
|
float rand (in vec3 seed) {
|
|
seed = fract (seed * vec3 (5.3983, 5.4427, 6.9371));
|
|
seed += dot (seed.yzx, seed.xyz + vec3 (21.5351, 14.3137, 15.3219));
|
|
return fract (seed.x * seed.y * seed.z * 95.4337);
|
|
}
|
|
|
|
// Distance to the voxel
|
|
float distVoxel (in vec3 p) {
|
|
|
|
// Update the glow counter
|
|
++glowCounter;
|
|
|
|
// Rounded box
|
|
const float voxelRadius = 0.25;
|
|
return length (max (abs (p) - 0.5 + voxelRadius, 0.0)) - voxelRadius;
|
|
}
|
|
|
|
// Distance to the scene and color of the closest point
|
|
vec2 distScene (in vec3 p, out vec3 P) {
|
|
|
|
// Update the glow counter
|
|
++glowCounter;
|
|
|
|
// Scaling
|
|
p *= VOXEL_RESOLUTION;
|
|
|
|
// Velocity, period of the waves, spacing of the gums
|
|
float v = VOXEL_RESOLUTION * floor (iGlobalTime * 100.0 / VOXEL_RESOLUTION);
|
|
const float k1 = 0.05;
|
|
const float k2 = 60.0;
|
|
|
|
// Giant Pac-Man
|
|
float body = length (p);
|
|
body = max (body - 32.0, 27.0 - body);
|
|
float eyes = 6.0 - length (vec3 (abs (p.x) - 12.5, p.y - 19.5, p.z - 20.0));
|
|
float mouthAngle = PI * (0.07 + 0.07 * cos (2.0 * v * PI / k2));
|
|
float mouthTop = dot (p, vec3 (0.0, -cos (mouthAngle), sin (mouthAngle))) - 2.0;
|
|
mouthAngle *= 2.5;
|
|
float mouthBottom = dot (p, vec3 (0.0, cos (mouthAngle), sin (mouthAngle)));
|
|
float pacMan = max (max (body, eyes), min (mouthTop, mouthBottom));
|
|
vec2 d = vec2 (pacMan, 0.13);
|
|
P = p;
|
|
|
|
// Gums
|
|
vec3 q = vec3 (p.xy, mod (p.z + v, k2) - k2 * 0.5);
|
|
float gum = max (length (q) - 6.0, -p.z);
|
|
if (gum < d.x) {
|
|
d = vec2 (gum, 0.35);
|
|
P = q;
|
|
}
|
|
|
|
// Ground
|
|
#ifdef GROUND
|
|
q = vec3 (p.xy, p.z + v);
|
|
float ground = (q.y + 50.0 + 14.0 * cos (q.x * k1) * cos (q.z * k1)) * 0.7;
|
|
if (ground < d.x) {
|
|
d = vec2 (ground, 0.55);
|
|
P = q;
|
|
}
|
|
#endif
|
|
|
|
// Ghost
|
|
#ifdef GHOST
|
|
v = VOXEL_RESOLUTION * floor ((130.0 + 60.0 * cos (iGlobalTime * 3.0)) / VOXEL_RESOLUTION);
|
|
q = vec3 (p.xy, p.z + v);
|
|
body = length (vec3 (q.x, max (q.y - 4.0, 0.0), q.z));
|
|
body = max (body - 28.0, 22.0 - body);
|
|
eyes = 8.0 - length (vec3 (abs (q.x) - 12.0, q.y - 10.0, q.z - 22.0));
|
|
float bottom = (q.y + 28.0 + 4.0 * cos (p.x * 0.4) * cos (p.z * 0.4)) * 0.7;
|
|
float ghost = max (max (body, eyes), -bottom);
|
|
if (ghost < d.x) {
|
|
d = vec2 (ghost, 0.76);
|
|
P = q;
|
|
}
|
|
#endif
|
|
|
|
// Scaling
|
|
d.x /= VOXEL_RESOLUTION;
|
|
return d;
|
|
}
|
|
|
|
// Distance to the (voxelized?) scene
|
|
vec4 dist (inout vec3 p, in vec3 ray, in float voxelized, in float rayLengthMax) {
|
|
vec3 P = p;
|
|
vec2 d = vec2 (0.0, 0.0);
|
|
float rayLength = 0.0;
|
|
float rayLengthInVoxel = 0.0;
|
|
float rayLengthCheckVoxel = 0.0;
|
|
vec3 raySign = sign (ray);
|
|
vec3 rayDeltaVoxel = raySign / ray;
|
|
for (float rayStep = 0.0; rayStep < RAY_STEP_MAX; ++rayStep) {
|
|
if (rayLength < rayLengthInVoxel) {
|
|
d.x = distVoxel (fract (p + 0.5) - 0.5);
|
|
if (d.x < DELTA) {
|
|
break;
|
|
}
|
|
} else if (rayLength < rayLengthCheckVoxel) {
|
|
vec3 rayDelta = (0.5 - raySign * (fract (p + 0.5) - 0.5)) * rayDeltaVoxel;
|
|
float dNext = min (rayDelta.x, min (rayDelta.y, rayDelta.z));
|
|
d = distScene (floor (p + 0.5), P);
|
|
if (d.x < 0.0) {
|
|
rayDelta = rayDeltaVoxel - rayDelta;
|
|
d.x = max (rayLengthInVoxel - rayLength, DELTA - min (rayDelta.x, min (rayDelta.y, rayDelta.z)));
|
|
rayLengthInVoxel = rayLength + dNext;
|
|
} else {
|
|
d.x = DELTA + dNext;
|
|
}
|
|
} else {
|
|
d = distScene (p, P);
|
|
if (voxelized > 0.5) {
|
|
if (d.x < SQRT3 * 0.5) {
|
|
rayLengthCheckVoxel = rayLength + abs (d.x) + SQRT3 * 0.5;
|
|
d.x = max (rayLengthInVoxel - rayLength + DELTA, d.x - SQRT3 * 0.5);
|
|
}
|
|
} else if (d.x < DELTA) {
|
|
break;
|
|
}
|
|
}
|
|
rayLength += d.x;
|
|
if (rayLength > rayLengthMax) {
|
|
break;
|
|
}
|
|
p += d.x * ray;
|
|
}
|
|
return vec4 (d, rayLength, rand (P));
|
|
}
|
|
|
|
// Normal at a given point
|
|
vec3 normal (in vec3 p, in float voxelized) {
|
|
vec2 h = vec2 (DELTA, -DELTA);
|
|
vec3 n;
|
|
if (voxelized > 0.5) {
|
|
p = fract (p + 0.5) - 0.5;
|
|
n = h.xxx * distVoxel (p + h.xxx) +
|
|
h.xyy * distVoxel (p + h.xyy) +
|
|
h.yxy * distVoxel (p + h.yxy) +
|
|
h.yyx * distVoxel (p + h.yyx);
|
|
} else {
|
|
n = h.xxx * distScene (p + h.xxx, n).x +
|
|
h.xyy * distScene (p + h.xyy, n).x +
|
|
h.yxy * distScene (p + h.yxy, n).x +
|
|
h.yyx * distScene (p + h.yyx, n).x;
|
|
}
|
|
return normalize (n);
|
|
}
|
|
|
|
// HSV to RGB
|
|
vec3 hsv2rgb (in vec3 hsv) {
|
|
#ifdef HSV2RGB_SAFE
|
|
hsv.yz = clamp (hsv.yz, 0.0, 1.0);
|
|
#endif
|
|
#ifdef HSV2RGB_FAST
|
|
return hsv.z * (1.0 + 0.5 * hsv.y * (cos (2.0 * PI * (hsv.x + vec3 (0.0, 2.0 / 3.0, 1.0 / 3.0))) - 1.0));
|
|
#else
|
|
return hsv.z * (1.0 + hsv.y * clamp (abs (fract (hsv.x + vec3 (0.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 2.0, -1.0, 0.0));
|
|
#endif
|
|
}
|
|
|
|
// Main function
|
|
void mainImage (out vec4 fragColor, in vec2 fragCoord) {
|
|
|
|
// Get the fragment
|
|
vec2 frag = (2.0 * fragCoord.xy - iResolution.xy) / iResolution.y;
|
|
|
|
// Define the rendering mode
|
|
float modeTiming = iGlobalTime * 0.234;
|
|
float modeAngle = PI * cos (iGlobalTime * 0.2);
|
|
modeAngle = dot (frag - vec2 (cos (iGlobalTime * 2.0), 0.0), vec2 (cos (modeAngle), sin (modeAngle)));
|
|
float modeVoxel = step (0.5, fract (modeTiming / (4.0 * PI)));
|
|
modeTiming = cos (modeTiming);
|
|
float mode3D = smoothstep (0.8, 0.5, modeTiming);
|
|
float modeSwitch = smoothstep (0.995, 1.0, modeTiming) + smoothstep (0.02, 0.0, abs (modeAngle)) * (1.0 - modeVoxel);
|
|
modeVoxel += step (0.0, modeAngle) * (1.0 - modeVoxel);
|
|
|
|
// Define the ray corresponding to this fragment
|
|
vec3 ray = normalize (vec3 (frag, mix (8.0, CAMERA_FOCAL_LENGTH, mode3D)));
|
|
|
|
// Compute the orientation of the camera
|
|
float yawAngle = PI * (1.2 + 0.2 * cos (iGlobalTime * 0.5));
|
|
float pitchAngle = PI * (0.1 * cos (iGlobalTime * 0.3) - 0.05);
|
|
#ifdef MOUSE
|
|
yawAngle += 4.0 * PI * iMouse.x / iResolution.x;
|
|
pitchAngle += PI * 0.3 * (1.0 - iMouse.y / iResolution.y);
|
|
#endif
|
|
yawAngle = mix (PI * 1.5, yawAngle, mode3D);
|
|
pitchAngle *= mode3D;
|
|
|
|
float cosYaw = cos (yawAngle);
|
|
float sinYaw = sin (yawAngle);
|
|
float cosPitch = cos (pitchAngle);
|
|
float sinPitch = sin (pitchAngle);
|
|
|
|
mat3 cameraOrientation;
|
|
cameraOrientation [0] = vec3 (cosYaw, 0.0, -sinYaw);
|
|
cameraOrientation [1] = vec3 (sinYaw * sinPitch, cosPitch, cosYaw * sinPitch);
|
|
cameraOrientation [2] = vec3 (sinYaw * cosPitch, -sinPitch, cosYaw * cosPitch);
|
|
|
|
ray = cameraOrientation * ray;
|
|
|
|
// Compute the origin of the ray
|
|
float cameraDist = mix (300.0, 95.0 + 50.0 * cos (iGlobalTime * 0.8), mode3D);
|
|
vec3 origin = (vec3 (0.0, 0.0, 40.0 * sin (iGlobalTime * 0.2)) - cameraOrientation [2] * cameraDist) / VOXEL_RESOLUTION;
|
|
|
|
// Compute the distance to the scene
|
|
glowCounter = 0.0;
|
|
vec4 d = dist (origin, ray, modeVoxel, RAY_LENGTH_MAX / VOXEL_RESOLUTION);
|
|
|
|
// Set the background color
|
|
vec3 finalColor = hsv2rgb (vec3 (0.2 * ray.y + 0.4 * modeVoxel - 0.37, 1.0, mode3D * BACKGROUND));
|
|
vec3 glowColor = GLOW * vec3 (1.0, 0.3, 0.0) * glowCounter / RAY_STEP_MAX;
|
|
if (d.x < DELTA) {
|
|
|
|
// Set the object color
|
|
vec3 color = hsv2rgb (vec3 (d.y + 0.1 * d.w * modeVoxel, 0.5 + 0.5 * modeVoxel, 1.0));
|
|
|
|
// Lighting
|
|
vec3 l = normalize (mix (vec3 (1.0, 0.0, 0.0), vec3 (1.25 + cos (iGlobalTime * 0.2), 1.0, 1.0), mode3D));
|
|
#ifdef VOXEL_LIGHTING
|
|
if (modeVoxel > 0.5) {
|
|
vec3 n = normal (floor (origin + 0.5), 0.0);
|
|
float diffuse = max (0.0, dot (n, l));
|
|
float specular = pow (max (0.0, dot (reflect (ray, n), l)), SPECULAR_POWER) * SPECULAR_INTENSITY;
|
|
color = (AMBIENT + diffuse) * color + specular;
|
|
}
|
|
#endif
|
|
vec3 n = normal (origin, modeVoxel);
|
|
float diffuse = dot (n, l);
|
|
float specular;
|
|
if (diffuse < 0.0) {
|
|
diffuse = 0.0;
|
|
specular = 0.0;
|
|
} else {
|
|
specular = pow (max (0.0, dot (reflect (ray, n), l)), SPECULAR_POWER) * SPECULAR_INTENSITY;
|
|
#ifdef SHADOW
|
|
origin += n * DELTA * 2.0;
|
|
vec4 shadow = dist (origin, l, modeVoxel, SHADOW_LENGTH / VOXEL_RESOLUTION);
|
|
if (shadow.x < DELTA) {
|
|
shadow.z = pow (min (1.0, shadow.z * VOXEL_RESOLUTION / SHADOW_LENGTH), SHADOW_POWER);
|
|
diffuse *= shadow.z;
|
|
specular *= shadow.z;
|
|
}
|
|
#endif
|
|
}
|
|
color = (AMBIENT + diffuse) * color + specular;
|
|
|
|
// Fading
|
|
float fade = pow (max (0.0, 1.0 - d.z * VOXEL_RESOLUTION / RAY_LENGTH_MAX), FADE_POWER);
|
|
finalColor = mix (finalColor, color, fade);
|
|
}
|
|
|
|
// Set the fragment color
|
|
finalColor = mix (pow (finalColor, vec3 (GAMMA)) + glowColor, vec3 (1.0), modeSwitch);
|
|
fragColor = vec4 (finalColor, 1.0);
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
//just some shit to wrap shadertoy's stuff
|
|
vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy;
|
|
FragCoord.y = -FragCoord.y;
|
|
mainImage(FragColor,FragCoord);
|
|
}
|