mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
296 lines
6.8 KiB
Plaintext
296 lines
6.8 KiB
Plaintext
#version 450
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//kirby jump
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// fizzer 2018-01-31
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// https://www.shadertoy.com/view/lt2fD3
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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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float ZOOM;
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float X_AXIS;
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float Y_AXIS;
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float SPEED;
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} global;
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#pragma parameter ZOOM "Zoom" 2.0 0.001 10.0 0.1
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#pragma parameter X_AXIS "Pan Horizontal" 0.0 -1.0 1.0 0.01
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#pragma parameter Y_AXIS "Pan Vertical" 0.0 -1.01 1.0 0.01
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#pragma parameter SPEED "Animation Speed" 1.0 0.0 5.0 0.1
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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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vTexCoord = vTexCoord;
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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 * global.SPEED;
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vec2 iResolution = global.OutputSize.xy;
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// polynomial smooth min (from IQ)
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float smin( float a, float b, float k )
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{
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float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
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return mix( b, a, h ) - k*h*(1.0-h);
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}
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float smax(float a,float b, float k)
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{
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return -smin(-a,-b,k);
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}
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mat2 rotmat(float a)
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{
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return mat2(cos(a),sin(a),-sin(a),cos(a));
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}
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float shoesDist(vec3 p)
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{
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vec3 op=p;
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float d=1e4;
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p.y-=1.5;
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// right shoe
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op=p;
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p-=vec3(-.5,-.6,-.9);
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p.yz=rotmat(-.7)*p.yz;
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p.xz=rotmat(0.1)*p.xz;
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d=min(d,-smin(p.y,-(length(p*vec3(1.6,1,1))-.64),.2));
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p=op;
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// left shoe
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op=p;
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p-=vec3(.55,-.8,0.4);
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p.x=-p.x;
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p.yz=rotmat(1.4)*p.yz;
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d=min(d,-smin(p.y,-(length(p*vec3(1.6,1,1))-.73),.2));
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p=op;
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return d;
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}
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float sceneDist(vec3 p)
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{
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vec3 op=p;
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float d=shoesDist(p);
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d=min(d,p.y);
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p.y-=1.5;
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// torso
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d=min(d,length(p)-1.);
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// left arm
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op=p;
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p-=vec3(.66,.7,0);
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p.xz=rotmat(-0.1)*p.xz;
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d=smin(d,(length(p*vec3(1.8,1,1))-.58),.07);
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p=op;
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// right arm
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op=p;
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p-=vec3(-.75,0.2,0);
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d=smin(d,(length(p*vec3(1,1.5,1))-.54),.03);
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p=op;
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// mouth
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p.y-=.11;
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float md=smax(p.z+.84,smax(smax(p.x-.2,p.y-.075,.2),dot(p,vec3(.7071,-.7071,0))-.1,.08),.04);
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p.x=-p.x;
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md=smax(md,smax(p.z+.84,smax(smax(p.x-.2,p.y-.075,.2),dot(p,vec3(.7071,-.7071,0))-.1,.08),.01),.13);
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d=smax(d,-md,.012);
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// tongue
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p=op;
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d=smin(d,length((p-vec3(0,.03,-.75))*vec3(1,1,1))-.16,.01);
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return min(d,10.);
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}
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vec3 sceneNorm(vec3 p)
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{
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vec3 e=vec3(1e-3,0,0);
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float d = sceneDist(p);
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return normalize(vec3(sceneDist(p + e.xyy) - sceneDist(p - e.xyy), sceneDist(p + e.yxy) - sceneDist(p - e.yxy),
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sceneDist(p + e.yyx) - sceneDist(p - e.yyx)));
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}
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// from simon green and others
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float ambientOcclusion(vec3 p, vec3 n)
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{
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const int steps = 4;
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const float delta = 0.15;
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float a = 0.0;
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float weight = 4.;
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for(int i=1; i<=steps; i++) {
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float d = (float(i) / float(steps)) * delta;
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a += weight*(d - sceneDist(p + n*d));
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weight *= 0.5;
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}
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return clamp(1.0 - a, 0.0, 1.0);
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}
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// a re-shaped cosine, to make the peaks more pointy
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float cos2(float x){return cos(x-sin(x)/3.);}
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float starShape(vec2 p)
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{
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float a=atan(p.y,p.x)+iGlobalTime/3.;
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float l=pow(length(p),.8);
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float star=1.-smoothstep(0.,(3.-cos2(a*5.*2.))*.02,l-.5+cos2(a*5.)*.1);
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return star;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord/iResolution.xy;
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float an=cos(iGlobalTime)*.1;
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vec2 ot=uv*2.-1.;
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ot.y*=iResolution.y/iResolution.x;
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vec3 ro=vec3(0.,1.4,4.);
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vec3 rd=normalize(vec3(ot.xy,-1.3));
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rd.xz=mat2(cos(an),sin(an),sin(an),-cos(an))*rd.xz;
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ro.xz=mat2(cos(an),sin(an),sin(an),-cos(an))*ro.xz;
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float s=20.;
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// primary ray
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float t=0.,d=0.;
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for(int i=0;i<80;++i)
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{
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d=sceneDist(ro+rd*t);
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if(d<1e-4)
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break;
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if(t>10.)
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break;
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t+=d*.9;
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}
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t=min(t,10.0);
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// shadow ray
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vec3 rp=ro+rd*t;
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vec3 n=sceneNorm(rp);
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float st=5e-3;
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vec3 ld=normalize(vec3(2,4,-4));
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for(int i=0;i<20;++i)
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{
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d=sceneDist(rp+ld*st);
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if(d<1e-5)
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break;
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if(st>5.)
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break;
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st+=d*2.;
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}
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// ambient occlusion and shadowing
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vec3 ao=vec3(ambientOcclusion(rp, n));
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float shad=mix(.85,1.,step(5.,st));
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ao*=mix(.3,1.,.5+.5*n.y);
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// soft floor shadow
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if(rp.y<1e-3)
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ao*=mix(mix(vec3(1,.5,.7),vec3(1),.4)*.6,vec3(1),smoothstep(0.,1.6,length(rp.xz)));
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vec3 diff=vec3(1);
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vec3 emit=vec3(0);
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// skin
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diff*=vec3(1.15,.3,.41)*1.4;
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diff+=.4*mix(1.,0.,smoothstep(0.,1.,length(rp.xy-vec2(0.,1.9))));
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diff+=.5*mix(1.,0.,smoothstep(0.,.5,length(rp.xy-vec2(.7,2.5))));
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diff+=.36*mix(1.,0.,smoothstep(0.,.5,length(rp.xy-vec2(-1.1,1.8))));
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if(rp.y<1e-3)
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diff=vec3(.6,1,.6);
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// mouth
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diff*=mix(vec3(1,.3,.2),vec3(1),smoothstep(.97,.99,length(rp-vec3(0,1.5,0))));
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// shoes
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diff=mix(vec3(1.,.05,.1),diff,smoothstep(0.,0.01,shoesDist(rp)));
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diff+=.2*mix(1.,0.,smoothstep(0.,.2,length(rp.xy-vec2(-0.5,1.4))));
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diff+=.12*mix(1.,0.,smoothstep(0.,.25,length(rp.xy-vec2(0.57,.3))));
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// bounce light from the floor
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diff+=vec3(.25,1.,.25)*smoothstep(-.3,1.7,-rp.y+1.)*max(0.,-n.y)*.7;
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vec3 orp=rp;
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rp.y-=1.5;
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rp.x=abs(rp.x);
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// blushes
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diff*=mix(vec3(1,.5,.5),vec3(1),smoothstep(.1,.15,length((rp.xy-vec2(.4,.2))*vec2(1.,1.65))));
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rp.xy-=vec2(.16,.45);
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rp.xy*=.9;
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orp=rp;
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rp.y=pow(abs(rp.y),1.4)*sign(rp.y);
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// eye outline
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diff*=smoothstep(.058,.067,length((rp.xy)*vec2(.9,.52)));
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rp=orp;
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rp.y+=.08;
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rp.y-=pow(abs(rp.x),2.)*16.;
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// eye reflections
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emit+=vec3(.1,.5,1.)*(1.-smoothstep(.03,.036,length((rp.xy)*vec2(.7,.3))))*max(0.,-rp.y)*10.;
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rp=orp;
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rp.y-=.12;
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// eye highlights
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emit+=vec3(1)*(1.-smoothstep(.03,.04,length((rp.xy)*vec2(1.,.48))));
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// fresnel
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diff+=pow(clamp(1.-dot(-rd,n),0.,.9),4.)*.5;
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// background and floor fade
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vec3 backg=vec3(1.15,.3,.41)*.9;
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ot.x+=.6+iGlobalTime/50.;
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ot.y+=cos(floor(ot.x*2.)*3.)*.1+.2;
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ot.x=mod(ot.x,.5)-.25;
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backg=mix(backg,vec3(1.,1.,.5),.1*starShape((ot-vec2(0.,.6))*8.)*smoothstep(9.,10.,t));
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diff=mix(diff,backg,smoothstep(.9,10.,t));
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fragColor.rgb=mix(vec3(.15,0,0),vec3(1.,1.,1.),ao)*shad*diff*1.1;
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fragColor.rgb+=emit;
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fragColor.a = 1.0;
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fragColor.rgb=pow(fragColor.rgb,vec3(1./2.4));
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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 FragCoord = ((vTexCoord / global.ZOOM) + 0.5 + vec2(global.X_AXIS, global.Y_AXIS)) * global.OutputSize.xy;
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mainImage(FragColor,FragCoord);
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}
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