mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
415 lines
11 KiB
Plaintext
415 lines
11 KiB
Plaintext
#version 450
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// Rainbow Cavern - dr2 - 2017-06-01
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// https://www.shadertoy.com/view/XsfBWM
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// Underground boat ride (mouseable)
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// "Rainbow Cavern" by dr2 - 2017
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// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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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 USE_BMAP true
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//#define USE_BMAP false // for weaker GPUs
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float PrSphDf (vec3 p, float r);
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float PrCapsDf (vec3 p, float r, float h);
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float SmoothBump (float lo, float hi, float w, float x);
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vec2 Rot2D (vec2 q, float a);
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float Hashfv3 (vec3 p);
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vec3 Hashv3f (float p);
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vec3 VaryNf (vec3 p, vec3 n, float f);
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vec4 vcId;
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vec3 ltPos[2], boatPos[2];
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float boatAng[2], dstFar, tCur, htWat, dstBMap;
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int idObj;
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bool uWat, hitWat;
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const int idBoat = 1, idBLamp = 2, idFLamp = 3;
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const float pi = 3.14159;
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float ObjDf (vec3 p)
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{
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vec3 q;
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float dMin, d;
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dMin = dstFar;
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for (int k = 0; k < 2; k ++) {
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q = p - boatPos[k];
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q.xz = Rot2D (q.xz, boatAng[k]);
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d = max (PrCapsDf (q, 0.11, 0.25),
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- PrCapsDf (q + vec3 (0., -0.02, 0.), 0.1, 0.24));
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if (d < dMin) { dMin = d; idObj = idBoat; }
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q.y -= 0.1;
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q.z -= 0.3;
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d = PrSphDf (q, 0.01);
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if (d < dMin) { dMin = d; idObj = idFLamp; }
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q.z -= -0.6;
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d = PrSphDf (q, 0.01);
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if (d < dMin) { dMin = d; idObj = idBLamp; }
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}
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return dMin;
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}
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float ObjRay (vec3 ro, vec3 rd)
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{
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float dHit, d;
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dHit = 0.;
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for (int j = 0; j < 100; j ++) {
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d = ObjDf (ro + dHit * rd);
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dHit += d;
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if (d < 0.001 || dHit > dstFar) break;
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}
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return dHit;
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}
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vec3 ObjNf (vec3 p)
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{
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vec4 v;
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vec3 e = vec3 (0.001, -0.001, 0.);
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v = vec4 (ObjDf (p + e.xxx), ObjDf (p + e.xyy),
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ObjDf (p + e.yxy), ObjDf (p + e.yyx));
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return normalize (vec3 (v.x - v.y - v.z - v.w) + 2. * v.yzw);
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}
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float VPoly (vec3 p)
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{
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vec3 ip, fp, g, w, a;
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ip = floor (p);
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fp = fract (p);
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a = vec3 (2.);
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for (float gz = -1.; gz <= 1.; gz ++) {
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for (float gy = -1.; gy <= 1.; gy ++) {
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for (float gx = -1.; gx <= 1.; gx ++) {
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g = vec3 (gx, gy, gz);
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w = g + 0.7 * Hashfv3 (ip + g) - fp;
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a.x = dot (w, w);
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if (a.x < a.y) {
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vcId = vec4 (ip + g, a.y - a.x);
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a = a.zxy;
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} else a.z = min (a.z, a.x);
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}
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}
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}
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return a.y;
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}
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vec3 TrackPath (float t)
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{
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return vec3 (4.7 * sin (t * 0.15) + 2.7 * cos (t * 0.19), 0., t);
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}
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float CaveDf (vec3 p)
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{
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vec3 hv;
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float s, d;
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s = p.y - htWat;
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p.xy -= TrackPath (p.z).xy;
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p += 0.1 * (1. - cos (2. * pi * (p + 0.2 * (1. - cos (2. * pi * p.zxy)))));
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hv = cos (0.6 * p - 0.5 * sin (1.4 * p.zxy + 0.4 * cos (2.7 * p.yzx)));
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if (USE_BMAP && dstBMap < 10.) hv *= 1. + 0.01 *
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(1. - smoothstep (0., 10., dstBMap)) *
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smoothstep (0.05, 0.4, VPoly (10. * p)) / length (hv);
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d = 0.9 * (length (hv) - 1.1);
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if (! uWat) d = min (d, s);
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return d;
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}
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float CaveRay (vec3 ro, vec3 rd)
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{
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float d, dHit;
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dHit = 0.;
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for (int j = 0; j < 200; j ++) {
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dstBMap = dHit;
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d = CaveDf (ro + dHit * rd);
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dHit += d;
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if (d < 0.001 || dHit > dstFar) break;
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}
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return dHit;
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}
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vec3 CaveNf (vec3 p)
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{
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vec4 v;
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const vec3 e = vec3 (0.001, -0.001, 0.);
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v = vec4 (CaveDf (p + e.xxx), CaveDf (p + e.xyy),
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CaveDf (p + e.yxy), CaveDf (p + e.yyx));
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return normalize (vec3 (v.x - v.y - v.z - v.w) + 2. * v.yzw);
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}
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float CaveSShadow (vec3 ro, vec3 rd)
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{
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float sh, d, h;
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sh = 1.;
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d = 0.1;
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for (int j = 0; j < 16; j ++) {
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h = CaveDf (ro + rd * d);
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sh = min (sh, smoothstep (0., 0.05 * d, h));
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d += max (0.2, 0.1 * d);
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if (sh < 0.05) break;
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}
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return 0.4 + 0.6 * sh;
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}
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vec3 CaveCol (vec3 ro, vec3 rd, vec3 ltDir, float atten)
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{
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vec3 col, vn, q, vno;
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float glit;
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VPoly (10. * ro);
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q = ro;
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if (! USE_BMAP) q = 0.004 * floor (250. * q);
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vn = VaryNf (10. * q, CaveNf (q), 1.);
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col = (vec3 (0.3, 0.1, 0.) + vec3 (0.3, 0.2, 0.1) * Hashv3f (Hashfv3 (vcId.xyz))) *
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(1.2 - 0.4 * Hashfv3 (100. * ro)) *
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(0.4 + 0.6 * smoothstep (0.05, 1., sqrt (vcId.w))) *
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(0.2 + 0.8 * max (dot (vn, ltDir), 0.) +
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2. * pow (max (dot (normalize (ltDir - rd), vn), 0.), 256.));
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if (! hitWat) {
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vno = CaveNf (ro);
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glit = 20. * pow (max (0., dot (ltDir, reflect (rd, vno))), 4.) *
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pow (1. - 0.6 * abs (dot (normalize (ltDir - rd),
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VaryNf (100. * ro, vno, 5.))), 8.);
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col += vec3 (1., 1., 0.5) * glit;
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}
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col *= atten * CaveSShadow (ro, ltDir);
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return col;
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}
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vec3 ObjCol (vec3 ro, vec3 rd, vec3 vn, vec3 ltDir, float atten)
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{
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vec4 col4;
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if (idObj == idBoat) col4 = vec4 (0.3, 0.3, 0.6, 0.2);
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else if (idObj == idFLamp) col4 = vec4 (0., 1., 0., -1.);
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else if (idObj == idBLamp) col4 = vec4 (1., 0., 0., -1.);
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if (col4.a >= 0.)
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col4.rgb = col4.rgb * (0.2 + 0.8 * CaveSShadow (ro, ltDir)) *
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(0.1 + 0.9 * atten * max (dot (ltDir, vn), 0.)) +
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col4.a * atten * pow (max (dot (normalize (ltDir - rd), vn), 0.), 64.);
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return col4.rgb;
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}
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vec3 ShowScene (vec3 ro, vec3 rd)
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{
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vec3 col, colR, bgCol, ltVec, vn, roo, rdo, row, vnw;
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float dstCave, dstObj, atten, frFac;
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roo = ro;
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rdo = rd;
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bgCol = (abs (rd.y) < 0.5) ? vec3 (0., 0.05, 0.08) : vec3 (0.01);
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uWat = false;
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hitWat = false;
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dstCave = CaveRay (ro, rd);
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dstObj = ObjRay (ro, rd);
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if (dstCave < min (dstObj, dstFar) && ro.y + rd.y * dstCave < htWat + 0.001) {
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hitWat = true;
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ro += rd * dstCave;
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row = ro;
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vnw = VaryNf (1.5 * ro, vec3 (0., 1., 0.), 0.1);
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rd = reflect (rd, vnw);
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ro += 0.01 * rd;
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dstCave = CaveRay (ro, rd);
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dstObj = ObjRay (ro, rd);
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}
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if (min (dstCave, dstObj) < dstFar) {
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ltVec = roo + ltPos[0] - ro;
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atten = 1. / (0.1 + dot (ltVec, ltVec));
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if (hitWat) atten *= 3.;
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ltVec = normalize (ltVec);
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ro += min (dstCave, dstObj) * rd;
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if (dstCave < dstObj) col = mix (CaveCol (ro, rd, ltVec, atten), bgCol,
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smoothstep (0.45, 0.99, dstCave / dstFar));
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else col = ObjCol (ro, rd, ObjNf (ro), ltVec, atten);
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} else col = bgCol;
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if (hitWat) {
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frFac = rdo.y * rdo.y;
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frFac *= frFac;
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if (frFac > 0.005) {
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rd = refract (rdo, vnw, 1./1.333);
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ro = row + 0.01 * rd;
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uWat = true;
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dstCave = CaveRay (ro, rd);
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if (min (dstCave, dstObj) < dstFar) {
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ltVec = roo + ltPos[1] - ro;
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atten = 1. / (0.1 + dot (ltVec, ltVec));
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ltVec = normalize (ltVec);
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ro += rd * dstCave;
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hitWat = false;
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colR = mix (CaveCol (ro, rd, ltVec, atten), bgCol,
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smoothstep (0.45, 0.99, dstCave / dstFar));
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} else colR = bgCol;
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col = mix (col, colR * vec3 (0.4, 1., 0.6) * exp (0.02 * ro.y), frFac);
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}
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}
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return pow (clamp (col, 0., 1.), vec3 (0.8));
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}
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void mainImage (out vec4 fragColor, in vec2 fragCoord)
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{
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mat3 vuMat;
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#ifdef MOUSE
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vec4 mPtr;
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#endif
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vec3 ro, rd, fpF, fpB, vd;
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vec2 canvas, uv, ori, ca, sa;
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float el, az, t, tt, a;
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canvas = iResolution.xy;
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uv = 2. * fragCoord.xy / canvas - 1.;
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uv.x *= canvas.x / canvas.y;
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tCur = iGlobalTime;
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#ifdef MOUSE
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mPtr = iMouse;
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mPtr.xy = mPtr.xy / canvas - 0.5;
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#endif
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t = 1. * tCur;
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az = 0.;
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el = 0.;
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#ifdef MOUSE
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if (mPtr.z > 0.) {
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az = az + 2. * pi * mPtr.x;
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el = el + 0.95 * pi * mPtr.y;
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} else {
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tt = mod (floor (0.05 * tCur), 4.);
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a = 0.45 * pi * SmoothBump (0.75, 0.95, 0.05, mod (0.05 * tCur, 1.));
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if (tt < 2.) el = (2. * tt - 1.) * a;
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else az = (2. * tt - 5.) * a;
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}
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#else
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tt = mod (floor (0.05 * tCur), 4.);
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a = 0.45 * pi * SmoothBump (0.75, 0.95, 0.05, mod (0.05 * tCur, 1.));
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if (tt < 2.) el = (2. * tt - 1.) * a;
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else az = (2. * tt - 5.) * a;
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#endif
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htWat = -0.5;
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for (int k = 0; k < 2; k ++) {
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fpF = TrackPath (t + 3. + 3. * float (k) + 0.1);
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fpB = TrackPath (t + 3. + 3. * float (k) - 0.1);
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boatPos[k] = 0.5 * (fpF + fpB);
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boatPos[k].y = htWat + 0.01;
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vd = fpF - fpB;
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boatAng[k] = (length (vd.xz) > 0.) ? atan (vd.x, vd.z) : 0.5 * pi;
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}
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fpF = TrackPath (t + 0.1);
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fpB = TrackPath (t - 0.1);
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ro = 0.5 * (fpF + fpB);
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vd = fpF - fpB;
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ori = vec2 (el, az + ((length (vd.xz) > 0.) ? atan (vd.x, vd.z) : 0.5 * pi));
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ca = cos (ori);
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sa = sin (ori);
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vuMat = mat3 (ca.y, 0., - sa.y, 0., 1., 0., sa.y, 0., ca.y) *
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mat3 (1., 0., 0., 0., ca.x, - sa.x, 0., sa.x, ca.x);
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rd = vuMat * normalize (vec3 (uv, 2.));
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ltPos[0] = 0.5 * vuMat * vec3 (0., 1., -1.);
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ltPos[1] = 0.5 * vuMat * vec3 (0., -1., -1.);
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dstFar = 50.;
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fragColor = vec4 (ShowScene (ro, rd) , 1.);
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}
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float PrSphDf (vec3 p, float r)
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{
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return length (p) - r;
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}
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float PrCapsDf (vec3 p, float r, float h)
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{
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return length (p - vec3 (0., 0., clamp (p.z, - h, h))) - r;
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}
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float SmoothBump (float lo, float hi, float w, float x)
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{
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return (1. - smoothstep (hi - w, hi + w, x)) * smoothstep (lo - w, lo + w, x);
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}
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vec2 Rot2D (vec2 q, float a)
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{
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return q * cos (a) + q.yx * sin (a) * vec2 (-1., 1.);
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}
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const vec4 cHashA4 = vec4 (0., 1., 57., 58.);
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const vec3 cHashA3 = vec3 (1., 57., 113.);
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const float cHashM = 43758.54;
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float Hashfv2 (vec2 p)
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{
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return fract (sin (dot (p, cHashA3.xy)) * cHashM);
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}
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float Hashfv3 (vec3 p)
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{
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return fract (sin (dot (p, cHashA3)) * cHashM);
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}
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vec3 Hashv3f (float p)
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{
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return fract (sin (vec3 (p, p + 1., p + 2.)) *
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vec3 (cHashM, cHashM * 0.43, cHashM * 0.37));
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}
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vec4 Hashv4f (float p)
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{
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return fract (sin (p + cHashA4) * cHashM);
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}
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float Noisefv2 (vec2 p)
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{
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vec4 t;
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vec2 ip, fp;
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ip = floor (p);
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fp = fract (p);
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fp = fp * fp * (3. - 2. * fp);
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t = Hashv4f (dot (ip, cHashA3.xy));
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return mix (mix (t.x, t.y, fp.x), mix (t.z, t.w, fp.x), fp.y);
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}
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float Fbmn (vec3 p, vec3 n)
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{
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vec3 s;
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float a;
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s = vec3 (0.);
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a = 1.;
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for (int i = 0; i < 5; i ++) {
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s += a * vec3 (Noisefv2 (p.yz), Noisefv2 (p.zx), Noisefv2 (p.xy));
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a *= 0.5;
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p *= 2.;
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}
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return dot (s, abs (n));
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}
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vec3 VaryNf (vec3 p, vec3 n, float f)
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{
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vec3 g;
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const vec3 e = vec3 (0.1, 0., 0.);
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g = vec3 (Fbmn (p + e.xyy, n), Fbmn (p + e.yxy, n), Fbmn (p + e.yyx, n)) -
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Fbmn (p, n);
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return normalize (n + f * (g - n * dot (n, g)));
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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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