diff options
| author | Jeff Carr <[email protected]> | 2024-12-05 18:49:47 -0600 |
|---|---|---|
| committer | Jeff Carr <[email protected]> | 2024-12-05 18:49:47 -0600 |
| commit | 3b22b50a2b9312a27218f2096d6d0a2dae2c115d (patch) | |
| tree | 840f07ce307c3ff5ffa0cd8d049d9b2823472c3b /planetfall.glsl | |
| parent | 4a72be204474e0abecd9f102c8e21b449a7e1d3e (diff) | |
using resources so it might run as a pluginv0.21.4
Diffstat (limited to 'planetfall.glsl')
| -rw-r--r-- | planetfall.glsl | 333 |
1 files changed, 0 insertions, 333 deletions
diff --git a/planetfall.glsl b/planetfall.glsl deleted file mode 100644 index d1a74e6..0000000 --- a/planetfall.glsl +++ /dev/null @@ -1,333 +0,0 @@ -// Created by inigo quilez - iq/2018 -// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. - -// Pretty much a modification to Klems' shader (https://www.shadertoy.com/view/XlcfRs) -// Youtube version: https://www.youtube.com/watch?v=q1OBrqtl7Yo - -#version 330 core - -// Change AA to 1 if it renders too slow for you -#define AA 1 - -uniform vec2 uResolution; -uniform float uTime; // shader playback time (in seconds) -uniform vec4 uMouse; - -// there is tearing on my box. is this because this isn't working? -- jcarr -uniform int iFrame; // shader playback frame - -out vec4 fragColor; -// in vec2 fragCoord; - -mat3 makeBase( in vec3 w ) -{ - float k = inversesqrt(1.0-w.y*w.y); - return mat3( vec3(-w.z,0.0,w.x)*k, - vec3(-w.x*w.y,1.0-w.y*w.y,-w.y*w.z)*k, - w); -} - -#define ZERO (min(iFrame,0)) - -// http://iquilezles.org/www/articles/intersectors/intersectors.htm -vec2 sphIntersect( in vec3 ro, in vec3 rd, in float rad ) -{ - float b = dot( ro, rd ); - float c = dot( ro, ro ) - rad*rad; - float h = b*b - c; - if( h<0.0 ) return vec2(-1.0); - h = sqrt(h); - return vec2(-b-h,-b+h); -} - -// http://iquilezles.org/www/articles/distfunctions/distfunctions.htm -float sdCapsule( in vec3 p, in float b, in float r ) -{ - float h = clamp( p.z/b, 0.0, 1.0 ); - return length( p - vec3(0.0,0.0,b)*h ) - r;//*(0.2+1.6*h); -} - -// modified Keinert et al's inverse Spherical Fibonacci Mapping -vec4 inverseSF( in vec3 p, const in float n ) -{ - const float PI = 3.14159265359; - const float PHI = 1.61803398875; - - float phi = min(atan(p.y,p.x),PI); - float k = max(floor(log(n*PI*sqrt(5.0)*(1.-p.z*p.z))/log(PHI+1.)),2.0); - float Fk = pow(PHI,k)/sqrt(5.0); - vec2 F = vec2(round(Fk),round(Fk*PHI)); - vec2 G = PI*(fract((F+1.0)*PHI)-(PHI-1.0)); - - mat2 iB = mat2(F.y,-F.x,G.y,-G.x)/(F.y*G.x-F.x*G.y); - vec2 c = floor(iB*0.5*vec2(phi,n*p.z-n+1.0)); - - float ma = 0.0; - vec4 res = vec4(0); - for( int s=0; s<4; s++ ) - { - vec2 uv = vec2(s&1,s>>1); - float i = dot(F,uv+c); - float phi = 2.0*PI*fract(i*PHI); - float cT = 1.0 - (2.0*i+1.0)/n; - float sT = sqrt(1.0-cT*cT); - vec3 q = vec3(cos(phi)*sT, sin(phi)*sT,cT); - float a = dot(p,q); - if (a > ma) - { - ma = a; - res.xyz = q; - res.w = i; - } - } - return res; -} - -float map( in vec3 p, out vec4 color, const in bool doColor ) -{ - float lp = length(p); - float dmin = lp-1.0; - { - vec3 w = p/lp; - vec4 fibo = inverseSF(w, 700.0); - float hh = 1.0 - smoothstep(0.05,0.1,length(fibo.xyz-w)); - dmin -= 0.07*hh; - color = vec4(0.05,0.1,0.1,1.0)*hh * (1.0+0.5*sin(fibo.w*111.1)); - } - - - float s = 1.0; - - for( int i=0; i<3; i++ ) - { - float h = float(i)/float(3-1); - - vec4 f = inverseSF(normalize(p), 65.0 + h*75.0); - - // snap - p -= f.xyz; - - // orient to surface - p = p*makeBase(f.xyz); - - // scale - float scale = 6.6 + 2.0*sin(111.0*f.w); - p *= scale; - p.xy *= 1.2; - - //translate - p.z -= 3.0 - length(p.xy)*0.6*sin(f.w*212.1); - - // measure distance - s *= scale; - float d = sdCapsule( p, -6.0, 0.42 ); - d /= s; - - if( d<dmin ) - { - if( doColor ) - { - color.w *= smoothstep(0.0, 5.0/s, dmin-d); - - if( i==0 ) - { - color.xyz = vec3(0.425,0.36,0.1)*1.1; // fall - //color.xyz = vec3(0.4,0.8,0.1); // summer - //color.xyz = vec3(0.4,0.4,0.8); // winter - } - - color.zyx += 0.3*(1.0-sqrt(h))*sin(f.w*1111.0+vec3(0.0,1.0,2.0)); - color.xyz = max(color.xyz,0.0); - } - dmin = d; - } - else - { - color.w *= 0.4*(0.1 + 0.9*smoothstep(0.0, 1.0/s, d-dmin)); - } - } - - return dmin; -} - -// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm -vec3 calcNormal( in vec3 pos, in float ep ) -{ - vec4 kk; -#if 0 - vec2 e = vec2(1.0,-1.0)*0.5773; - return normalize( e.xyy*map( pos + e.xyy*ep, kk, false ) + - e.yyx*map( pos + e.yyx*ep, kk, false ) + - e.yxy*map( pos + e.yxy*ep, kk, false ) + - e.xxx*map( pos + e.xxx*ep, kk, false ) ); -#else - // prevent the compiler from inlining map() 4 times - vec3 n = vec3(0.0); - for( int i=ZERO; i<4; i++ ) - { - vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0); - n += e*map(pos+e*ep, kk, false); - } - return normalize(n); -#endif - -} - -// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm -float calcSoftshadow( in vec3 ro, in vec3 rd, float tmin, float tmax, const float k ) -{ - vec2 bound = sphIntersect( ro, rd, 2.1 ); - tmin = max(tmin,bound.x); - tmax = min(tmax,bound.y); - - float res = 1.0; - float t = tmin; - for( int i=0; i<50; i++ ) - { - vec4 kk; - float h = map( ro + rd*t, kk, false ); - res = min( res, k*h/t ); - t += clamp( h, 0.02, 0.20 ); - if( res<0.005 || t>tmax ) break; - } - return clamp( res, 0.0, 1.0 ); -} - -float raycast(in vec3 ro, in vec3 rd, in float tmin, in float tmax ) -{ - vec4 kk; - float t = tmin; - for( int i=0; i<512; i++ ) - { - vec3 p = ro + t*rd; - float h = map(p,kk,false); - if( abs(h)<(0.15*t/uResolution.x) ) break; - t += h*0.5; - if( t>tmax ) return -1.0;; - } - //if( t>tmax ) t=-1.0; - - return t; -} - -// void mainImage( out vec4 fragColor, in vec2 fragCoord ) -// gl_FragCoord.xy -void main() -{ - float an = (uTime-10.0)*0.05; - - // camera - vec3 ro = vec3( 4.5*sin(an), 0.0, 4.5*cos(an) ); - vec3 ta = vec3( 0.0, 0.0, 0.0 ); - // camera-to-world rotation - mat3 ca = makeBase( normalize(ta-ro) ); - - // render - vec3 tot = vec3(0.0); - - #if AA>1 - for( int m=ZERO; m<AA; m++ ) - for( int n=ZERO; n<AA; n++ ) - { - // pixel coordinates - vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5; - vec2 p = (-uResolution.xy + 2.0*(gl_FragCoord.xy+o))/uResolution.y; - #else - vec2 p = (-uResolution.xy + 2.0*gl_FragCoord.xy)/uResolution.y; - #endif - // ray direction - vec3 rd = ca * normalize( vec3(p.xy,2.2) ); - - // background - vec3 col = vec3(0.1,0.14,0.18) + 0.1*rd.y; - - // bounding volume - vec2 bound = sphIntersect( ro, rd, 2.1 ); - if( bound.x>0.0 ) - { - // raycast - float t = raycast(ro, rd, bound.x, bound.y ); - if( t>0.0 ) - { - // local geometry - vec3 pos = ro + t*rd; - vec3 nor = calcNormal(pos, 0.01); - vec3 upp = normalize(pos); - - // color and occlusion - vec4 mate; map(pos, mate, true); - - // lighting - col = vec3(0.0); - - // key ligh - { - // dif - vec3 lig = normalize(vec3(1.0,0.0,0.7)); - float dif = clamp(0.5+0.5*dot(nor,lig),0.0,1.0); - float sha = calcSoftshadow( pos+0.0001*nor, lig, 0.0001, 2.0, 6.0 ); - col += mate.xyz*dif*vec3(1.8,0.6,0.5)*1.1*vec3(sha,sha*0.3+0.7*sha*sha,sha*sha); - // spec - vec3 hal = normalize(lig-rd); - float spe = clamp( dot(nor,hal), 0.0, 1.0 ); - float fre = clamp( dot(-rd,lig), 0.0, 1.0 ); - fre = 0.2 + 0.8*pow(fre,5.0); - spe *= spe; - spe *= spe; - spe *= spe; - col += 1.0*(0.25+0.75*mate.x)*spe*dif*sha*fre; - } - - // back light - { - vec3 lig = normalize(vec3(-1.0,0.0,0.0)); - float dif = clamp(0.5+0.5*dot(nor,lig),0.0,1.0); - col += mate.rgb*dif*vec3(1.2,0.9,0.6)*0.2*mate.w; - } - - // dome light - { - float dif = clamp(0.3+0.7*dot(nor,upp),0.0,1.0); - #if 0 - dif *= 0.05 + 0.95*calcSoftshadow( pos+0.0001*nor, upp, 0.0001, 1.0, 1.0 ); - col += mate.xyz*dif*5.0*vec3(0.1,0.1,0.3)*mate.w; - #else - col += mate.xyz*dif*3.0*vec3(0.1,0.1,0.3)*mate.w*(0.2+0.8*mate.w); - #endif - } - - // fake sss - { - float fre = clamp(1.0+dot(rd,nor),0.0,1.0); - col += 0.3*vec3(1.0,0.3,0.2)*mate.xyz*mate.xyz*fre*fre*mate.w; - } - - // grade/sss - { - col = 2.0*pow( col, vec3(0.7,0.85,1.0) ); - } - - // exposure control - col *= 0.7 + 0.3*smoothstep(0.0,25.0,abs(uTime-31.0)); - - // display fake occlusion - //col = mate.www; - } - } - - - // gamma - col = pow( col, vec3(0.4545) ); - - tot += col; - #if AA>1 - } - tot /= float(AA*AA); - #endif - - // vignetting - vec2 q = gl_FragCoord.xy/uResolution.xy; - tot *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.2 ); - - fragColor = vec4( tot, 1.0 ); -} |
