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| 1 | +#ifdef GL_ES |
| 2 | +precision mediump float; |
| 3 | +precision mediump int; |
| 4 | +#endif |
| 5 | + |
| 6 | +// ---------------------- |
| 7 | +// SHADERTOY UNIFORMS - |
| 8 | +// ---------------------- |
| 9 | + |
| 10 | +uniform vec3 iResolution; // viewport resolution (in pixels) |
| 11 | +uniform float iTime; // shader playback time (in seconds) |
| 12 | + |
| 13 | +float stime, ctime; |
| 14 | +void ry(inout vec3 p, float a){ |
| 15 | + float c,s;vec3 q=p; |
| 16 | + c = cos(a); s = sin(a); |
| 17 | + p.x = c * q.x + s * q.z; |
| 18 | + p.z = -s * q.x + c * q.z; |
| 19 | +} |
| 20 | + |
| 21 | +float pixel_size = 0.0; |
| 22 | + |
| 23 | +/* |
| 24 | +
|
| 25 | +z = r*(sin(theta)cos(phi) + i cos(theta) + j sin(theta)sin(phi) |
| 26 | +
|
| 27 | +zn+1 = zn^8 +c |
| 28 | +
|
| 29 | +z^8 = r^8 * (sin(8*theta)*cos(8*phi) + i cos(8*theta) + j sin(8*theta)*sin(8*theta) |
| 30 | +
|
| 31 | +zn+1' = 8 * zn^7 * zn' + 1 |
| 32 | +
|
| 33 | +*/ |
| 34 | + |
| 35 | +vec3 mb(vec3 p) { |
| 36 | + p.xyz = p.xzy; |
| 37 | + vec3 z = p; |
| 38 | + vec3 dz=vec3(0.0); |
| 39 | + float power = 8.0; |
| 40 | + float r, theta, phi; |
| 41 | + float dr = 1.0; |
| 42 | + |
| 43 | + float t0 = 1.0; |
| 44 | + for(int i = 0; i < 7; ++i) { |
| 45 | + r = length(z); |
| 46 | + if(r > 2.0) continue; |
| 47 | + theta = atan(z.y / z.x); |
| 48 | + #ifdef phase_shift_on |
| 49 | + phi = asin(z.z / r) + iTime*0.1; |
| 50 | + #else |
| 51 | + phi = asin(z.z / r); |
| 52 | + #endif |
| 53 | + |
| 54 | + dr = pow(r, power - 1.0) * dr * power + 1.0; |
| 55 | + |
| 56 | + r = pow(r, power); |
| 57 | + theta = theta * power; |
| 58 | + phi = phi * power; |
| 59 | + |
| 60 | + z = r * vec3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi)) + p; |
| 61 | + |
| 62 | + t0 = min(t0, r); |
| 63 | + } |
| 64 | + return vec3(0.5 * log(r) * r / dr, t0, 0.0); |
| 65 | +} |
| 66 | + |
| 67 | +vec3 f(vec3 p){ |
| 68 | + ry(p, iTime*0.2); |
| 69 | + return mb(p); |
| 70 | +} |
| 71 | + |
| 72 | + |
| 73 | +float softshadow(vec3 ro, vec3 rd, float k ){ |
| 74 | + float akuma=1.0,h=0.0; |
| 75 | + float t = 0.01; |
| 76 | + for(int i=0; i < 50; ++i){ |
| 77 | + h=f(ro+rd*t).x; |
| 78 | + if(h<0.001)return 0.02; |
| 79 | + akuma=min(akuma, k*h/t); |
| 80 | + t+=clamp(h,0.01,2.0); |
| 81 | + } |
| 82 | + return akuma; |
| 83 | +} |
| 84 | + |
| 85 | +vec3 nor( in vec3 pos ) |
| 86 | +{ |
| 87 | + vec3 eps = vec3(0.001,0.0,0.0); |
| 88 | + return normalize( vec3( |
| 89 | + f(pos+eps.xyy).x - f(pos-eps.xyy).x, |
| 90 | + f(pos+eps.yxy).x - f(pos-eps.yxy).x, |
| 91 | + f(pos+eps.yyx).x - f(pos-eps.yyx).x ) ); |
| 92 | + } |
| 93 | + |
| 94 | + vec3 intersect( in vec3 ro, in vec3 rd ) |
| 95 | + { |
| 96 | + float t = 1.0; |
| 97 | + float res_t = 0.0; |
| 98 | + float res_d = 1000.0; |
| 99 | + vec3 c, res_c; |
| 100 | + float max_error = 1000.0; |
| 101 | + float d = 1.0; |
| 102 | + float pd = 100.0; |
| 103 | + float os = 0.0; |
| 104 | + float step = 0.0; |
| 105 | + float error = 1000.0; |
| 106 | + |
| 107 | + for( int i=0; i<48; i++ ) |
| 108 | + { |
| 109 | + if( error < pixel_size*0.5 || t > 20.0 ) |
| 110 | + { |
| 111 | + } |
| 112 | + else{ // avoid broken shader on windows |
| 113 | + |
| 114 | + c = f(ro + rd*t); |
| 115 | + d = c.x; |
| 116 | + |
| 117 | + if(d > os) |
| 118 | + { |
| 119 | + os = 0.4 * d*d/pd; |
| 120 | + step = d + os; |
| 121 | + pd = d; |
| 122 | + } |
| 123 | + else |
| 124 | + { |
| 125 | + step =-os; os = 0.0; pd = 100.0; d = 1.0; |
| 126 | + } |
| 127 | + |
| 128 | + error = d / t; |
| 129 | + |
| 130 | + if(error < max_error) |
| 131 | + { |
| 132 | + max_error = error; |
| 133 | + res_t = t; |
| 134 | + res_c = c; |
| 135 | + } |
| 136 | + |
| 137 | + t += step; |
| 138 | + } |
| 139 | + |
| 140 | + } |
| 141 | + if( t>20.0/* || max_error > pixel_size*/ ) res_t=-1.0; |
| 142 | + return vec3(res_t, res_c.y, res_c.z); |
| 143 | + } |
| 144 | + |
| 145 | + |
| 146 | + |
| 147 | + void main() { |
| 148 | + vec2 q=gl_FragCoord.xy/iResolution.xy; |
| 149 | + vec2 uv = -1.0 + 2.0*q; |
| 150 | + uv.x*=iResolution.x/iResolution.y; |
| 151 | + |
| 152 | + pixel_size = 1.0/(iResolution.x * 3.0); |
| 153 | + // camera |
| 154 | + stime=0.7+0.3*sin(iTime*0.4); |
| 155 | + ctime=0.7+0.3*cos(iTime*0.4); |
| 156 | + |
| 157 | + vec3 ta=vec3(0.0,0.0,0.0); |
| 158 | + vec3 ro = vec3(0.0, 3.*stime*ctime, 3.*(1.-stime*ctime)); |
| 159 | + |
| 160 | + vec3 cf = normalize(ta-ro); |
| 161 | + vec3 cs = normalize(cross(cf,vec3(0.0,1.0,0.0))); |
| 162 | + vec3 cu = normalize(cross(cs,cf)); |
| 163 | + vec3 rd = normalize(uv.x*cs + uv.y*cu + 3.0*cf); // transform from view to world |
| 164 | + |
| 165 | + vec3 sundir = normalize(vec3(0.1, 0.8, 0.6)); |
| 166 | + vec3 sun = vec3(1.64, 1.27, 0.99); |
| 167 | + vec3 skycolor = vec3(0.6, 1.5, 1.0); |
| 168 | + |
| 169 | + vec3 bg = exp(uv.y-2.0)*vec3(0.4, 1.6, 1.0); |
| 170 | + |
| 171 | + float halo=clamp(dot(normalize(vec3(-ro.x, -ro.y, -ro.z)), rd), 0.0, 1.0); |
| 172 | + vec3 col=bg+vec3(1.0,0.8,0.4)*pow(halo,17.0); |
| 173 | + |
| 174 | + |
| 175 | + float t=0.0; |
| 176 | + vec3 p=ro; |
| 177 | + |
| 178 | + vec3 res = intersect(ro, rd); |
| 179 | + if(res.x > 0.0){ |
| 180 | + p = ro + res.x * rd; |
| 181 | + vec3 n=nor(p); |
| 182 | + float shadow = softshadow(p, sundir, 10.0 ); |
| 183 | + |
| 184 | + float dif = max(0.0, dot(n, sundir)); |
| 185 | + float sky = 0.6 + 0.4 * max(0.0, dot(n, vec3(0.0, 1.0, 0.0))); |
| 186 | + float bac = max(0.3 + 0.7 * dot(vec3(-sundir.x, -1.0, -sundir.z), n), 0.0); |
| 187 | + float spe = max(0.0, pow(clamp(dot(sundir, reflect(rd, n)), 0.0, 1.0), 10.0)); |
| 188 | + |
| 189 | + vec3 lin = 4.5 * sun * dif * shadow; |
| 190 | + lin += 0.8 * bac * sun; |
| 191 | + lin += 0.6 * sky * skycolor*shadow; |
| 192 | + lin += 3.0 * spe * shadow; |
| 193 | + |
| 194 | + res.y = pow(clamp(res.y, 0.0, 1.0), 0.55); |
| 195 | + vec3 tc0 = 0.5 + 0.5 * sin(3.0 + 4.2 * res.y + vec3(0.0, 0.5, 1.0)); |
| 196 | + col = lin *vec3(0.9, 0.8, 0.6) * 0.2 * tc0; |
| 197 | + col=mix(col,bg, 1.0-exp(-0.001*res.x*res.x)); |
| 198 | + } |
| 199 | + |
| 200 | + // post |
| 201 | + col=pow(clamp(col,0.0,1.0),vec3(0.45)); |
| 202 | + col=col*0.6+0.4*col*col*(3.0-2.0*col); // contrast |
| 203 | + col=mix(col, vec3(dot(col, vec3(0.33))), -0.5); // satuation |
| 204 | + col*=0.5+0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7); // vigneting |
| 205 | + gl_FragColor = vec4(col.xyz, smoothstep(0.55, .76, 1.-res.x/5.)); |
| 206 | + } |
| 207 | + |
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