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-rw-r--r--resources/planetfall.glsl333
-rw-r--r--resources/seascape.glsl196
-rw-r--r--resources/seascape_original.glsl184
3 files changed, 713 insertions, 0 deletions
diff --git a/resources/planetfall.glsl b/resources/planetfall.glsl
new file mode 100644
index 0000000..d1a74e6
--- /dev/null
+++ b/resources/planetfall.glsl
@@ -0,0 +1,333 @@
+// 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 );
+}
diff --git a/resources/seascape.glsl b/resources/seascape.glsl
new file mode 100644
index 0000000..7a69f40
--- /dev/null
+++ b/resources/seascape.glsl
@@ -0,0 +1,196 @@
+/*
+ * "Seascape" by Alexander Alekseev aka TDM - 2014
+ * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
+ * Contact: [email protected]
+ */
+
+#version 330 core
+
+uniform vec2 uResolution;
+uniform float uTime;
+uniform vec4 uMouse;
+
+// This is how much you are drifting around. Zero means it only moves when the mouse moves
+uniform float uDrift;
+
+out vec4 fragColor;
+
+const int NUM_STEPS = 8;
+const float PI = 3.141592;
+const float EPSILON = 1e-3;
+#define EPSILON_NRM (0.1 / uResolution.x)
+
+// sea
+const int ITER_GEOMETRY = 3;
+const int ITER_FRAGMENT = 5;
+const float SEA_HEIGHT = 0.6;
+const float SEA_CHOPPY = 4.0;
+const float SEA_SPEED = 0.8;
+const float SEA_FREQ = 0.16;
+const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
+const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
+#define SEA_TIME (1.0 + uTime * SEA_SPEED)
+const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
+
+// math
+mat3 fromEuler(vec3 ang) {
+ vec2 a1 = vec2(sin(ang.x),cos(ang.x));
+ vec2 a2 = vec2(sin(ang.y),cos(ang.y));
+ vec2 a3 = vec2(sin(ang.z),cos(ang.z));
+ mat3 m;
+ m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
+ m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
+ m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
+ return m;
+}
+float hash( vec2 p ) {
+ float h = dot(p,vec2(127.1,311.7));
+ return fract(sin(h)*43758.5453123);
+}
+float noise( in vec2 p ) {
+ vec2 i = floor( p );
+ vec2 f = fract( p );
+ vec2 u = f*f*(3.0-2.0*f);
+ return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
+ hash( i + vec2(1.0,0.0) ), u.x),
+ mix( hash( i + vec2(0.0,1.0) ),
+ hash( i + vec2(1.0,1.0) ), u.x), u.y);
+}
+
+// lighting
+float diffuse(vec3 n,vec3 l,float p) {
+ return pow(dot(n,l) * 0.4 + 0.6,p);
+}
+float specular(vec3 n,vec3 l,vec3 e,float s) {
+ float nrm = (s + 8.0) / (PI * 8.0);
+ return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
+}
+
+// sky
+vec3 getSkyColor(vec3 e) {
+ e.y = max(e.y,0.0);
+ return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
+}
+
+// sea
+float sea_octave(vec2 uv, float choppy) {
+ uv += noise(uv);
+ vec2 wv = 1.0-abs(sin(uv));
+ vec2 swv = abs(cos(uv));
+ wv = mix(wv,swv,wv);
+ return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
+}
+
+float map(vec3 p) {
+ float freq = SEA_FREQ;
+ float amp = SEA_HEIGHT;
+ float choppy = SEA_CHOPPY;
+ vec2 uv = p.xz; uv.x *= 0.75;
+
+ float d, h = 0.0;
+ for(int i = 0; i < ITER_GEOMETRY; i++) {
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
+ h += d * amp;
+ uv *= octave_m; freq *= 1.9; amp *= 0.22;
+ choppy = mix(choppy,1.0,0.2);
+ }
+ return p.y - h;
+}
+
+float map_detailed(vec3 p) {
+ float freq = SEA_FREQ;
+ float amp = SEA_HEIGHT;
+ float choppy = SEA_CHOPPY;
+ vec2 uv = p.xz; uv.x *= 0.75;
+
+ float d, h = 0.0;
+ for(int i = 0; i < ITER_FRAGMENT; i++) {
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
+ h += d * amp;
+ uv *= octave_m; freq *= 1.9; amp *= 0.22;
+ choppy = mix(choppy,1.0,0.2);
+ }
+ return p.y - h;
+}
+
+vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
+ float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
+ fresnel = pow(fresnel,3.0) * 0.65;
+
+ vec3 reflected = getSkyColor(reflect(eye,n));
+ vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
+
+ vec3 color = mix(refracted,reflected,fresnel);
+
+ float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
+ color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
+
+ color += vec3(specular(n,l,eye,60.0));
+
+ return color;
+}
+
+// tracing
+vec3 getNormal(vec3 p, float eps) {
+ vec3 n;
+ n.y = map_detailed(p);
+ n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
+ n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
+ n.y = eps;
+ return normalize(n);
+}
+
+float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
+ float tm = 0.0;
+ float tx = 1000.0;
+ float hx = map(ori + dir * tx);
+ if(hx > 0.0) return tx;
+ float hm = map(ori + dir * tm);
+ float tmid = 0.0;
+ for(int i = 0; i < NUM_STEPS; i++) {
+ tmid = mix(tm,tx, hm/(hm-hx));
+ p = ori + dir * tmid;
+ float hmid = map(p);
+ if(hmid < 0.0) {
+ tx = tmid;
+ hx = hmid;
+ } else {
+ tm = tmid;
+ hm = hmid;
+ }
+ }
+ return tmid;
+}
+
+// main
+void main()
+{
+ vec2 uv = gl_FragCoord.xy / uResolution.xy;
+ uv = uv * 2.0 - 1.0;
+ uv.x *= uResolution.x / uResolution.y;
+ float time = uTime * uDrift * 5 + uMouse.x*0.01;
+
+ // ray
+ vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
+ vec3 ori = vec3(0.0,3.5,time*5.0);
+ vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
+ dir = normalize(dir) * fromEuler(ang);
+
+ // tracing
+ vec3 p;
+ heightMapTracing(ori,dir,p);
+ vec3 dist = p - ori;
+ vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
+ vec3 light = normalize(vec3(0.0,1.0,0.8));
+
+ // color
+ vec3 color = mix(
+ getSkyColor(dir),
+ getSeaColor(p,n,light,dir,dist),
+ pow(smoothstep(0.0,-0.05,dir.y),0.3));
+
+ // post
+ fragColor = vec4(pow(color,vec3(0.75)), 1.0);
+}
diff --git a/resources/seascape_original.glsl b/resources/seascape_original.glsl
new file mode 100644
index 0000000..b70f887
--- /dev/null
+++ b/resources/seascape_original.glsl
@@ -0,0 +1,184 @@
+/*
+ * "Seascape" by Alexander Alekseev aka TDM - 2014
+ * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
+ * Contact: [email protected]
+ */
+
+const int NUM_STEPS = 8;
+const float PI = 3.141592;
+const float EPSILON = 1e-3;
+#define EPSILON_NRM (0.1 / iResolution.x)
+
+// sea
+const int ITER_GEOMETRY = 3;
+const int ITER_FRAGMENT = 5;
+const float SEA_HEIGHT = 0.6;
+const float SEA_CHOPPY = 4.0;
+const float SEA_SPEED = 0.8;
+const float SEA_FREQ = 0.16;
+const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
+const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
+#define SEA_TIME (1.0 + iTime * SEA_SPEED)
+const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
+
+// math
+mat3 fromEuler(vec3 ang) {
+ vec2 a1 = vec2(sin(ang.x),cos(ang.x));
+ vec2 a2 = vec2(sin(ang.y),cos(ang.y));
+ vec2 a3 = vec2(sin(ang.z),cos(ang.z));
+ mat3 m;
+ m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
+ m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
+ m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
+ return m;
+}
+float hash( vec2 p ) {
+ float h = dot(p,vec2(127.1,311.7));
+ return fract(sin(h)*43758.5453123);
+}
+float noise( in vec2 p ) {
+ vec2 i = floor( p );
+ vec2 f = fract( p );
+ vec2 u = f*f*(3.0-2.0*f);
+ return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
+ hash( i + vec2(1.0,0.0) ), u.x),
+ mix( hash( i + vec2(0.0,1.0) ),
+ hash( i + vec2(1.0,1.0) ), u.x), u.y);
+}
+
+// lighting
+float diffuse(vec3 n,vec3 l,float p) {
+ return pow(dot(n,l) * 0.4 + 0.6,p);
+}
+float specular(vec3 n,vec3 l,vec3 e,float s) {
+ float nrm = (s + 8.0) / (PI * 8.0);
+ return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
+}
+
+// sky
+vec3 getSkyColor(vec3 e) {
+ e.y = max(e.y,0.0);
+ return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
+}
+
+// sea
+float sea_octave(vec2 uv, float choppy) {
+ uv += noise(uv);
+ vec2 wv = 1.0-abs(sin(uv));
+ vec2 swv = abs(cos(uv));
+ wv = mix(wv,swv,wv);
+ return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
+}
+
+float map(vec3 p) {
+ float freq = SEA_FREQ;
+ float amp = SEA_HEIGHT;
+ float choppy = SEA_CHOPPY;
+ vec2 uv = p.xz; uv.x *= 0.75;
+
+ float d, h = 0.0;
+ for(int i = 0; i < ITER_GEOMETRY; i++) {
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
+ h += d * amp;
+ uv *= octave_m; freq *= 1.9; amp *= 0.22;
+ choppy = mix(choppy,1.0,0.2);
+ }
+ return p.y - h;
+}
+
+float map_detailed(vec3 p) {
+ float freq = SEA_FREQ;
+ float amp = SEA_HEIGHT;
+ float choppy = SEA_CHOPPY;
+ vec2 uv = p.xz; uv.x *= 0.75;
+
+ float d, h = 0.0;
+ for(int i = 0; i < ITER_FRAGMENT; i++) {
+ d = sea_octave((uv+SEA_TIME)*freq,choppy);
+ d += sea_octave((uv-SEA_TIME)*freq,choppy);
+ h += d * amp;
+ uv *= octave_m; freq *= 1.9; amp *= 0.22;
+ choppy = mix(choppy,1.0,0.2);
+ }
+ return p.y - h;
+}
+
+vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
+ float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
+ fresnel = pow(fresnel,3.0) * 0.65;
+
+ vec3 reflected = getSkyColor(reflect(eye,n));
+ vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
+
+ vec3 color = mix(refracted,reflected,fresnel);
+
+ float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
+ color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
+
+ color += vec3(specular(n,l,eye,60.0));
+
+ return color;
+}
+
+// tracing
+vec3 getNormal(vec3 p, float eps) {
+ vec3 n;
+ n.y = map_detailed(p);
+ n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
+ n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
+ n.y = eps;
+ return normalize(n);
+}
+
+float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
+ float tm = 0.0;
+ float tx = 1000.0;
+ float hx = map(ori + dir * tx);
+ if(hx > 0.0) return tx;
+ float hm = map(ori + dir * tm);
+ float tmid = 0.0;
+ for(int i = 0; i < NUM_STEPS; i++) {
+ tmid = mix(tm,tx, hm/(hm-hx));
+ p = ori + dir * tmid;
+ float hmid = map(p);
+ if(hmid < 0.0) {
+ tx = tmid;
+ hx = hmid;
+ } else {
+ tm = tmid;
+ hm = hmid;
+ }
+ }
+ return tmid;
+}
+
+// main
+void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
+ vec2 uv = fragCoord.xy / iResolution.xy;
+ uv = uv * 2.0 - 1.0;
+ uv.x *= iResolution.x / iResolution.y;
+ float time = iTime * 0.3 + iMouse.x*0.01;
+
+ // ray
+ vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
+ vec3 ori = vec3(0.0,3.5,time*5.0);
+ vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
+ dir = normalize(dir) * fromEuler(ang);
+
+ // tracing
+ vec3 p;
+ heightMapTracing(ori,dir,p);
+ vec3 dist = p - ori;
+ vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
+ vec3 light = normalize(vec3(0.0,1.0,0.8));
+
+ // color
+ vec3 color = mix(
+ getSkyColor(dir),
+ getSeaColor(p,n,light,dir,dist),
+ pow(smoothstep(0.0,-0.05,dir.y),0.3));
+
+ // post
+ fragColor = vec4(pow(color,vec3(0.75)), 1.0);
+} \ No newline at end of file