From 3b22b50a2b9312a27218f2096d6d0a2dae2c115d Mon Sep 17 00:00:00 2001 From: Jeff Carr Date: Thu, 5 Dec 2024 18:49:47 -0600 Subject: using resources so it might run as a plugin --- Makefile | 12 +- main.go | 42 ++++- planetfall.glsl | 333 --------------------------------------- psutil.go | 21 --- resources/planetfall.glsl | 333 +++++++++++++++++++++++++++++++++++++++ resources/seascape.glsl | 196 +++++++++++++++++++++++ resources/seascape_original.glsl | 184 +++++++++++++++++++++ seascape.glsl | 196 ----------------------- seascape.go | 8 +- seascape_original.glsl | 184 --------------------- 10 files changed, 761 insertions(+), 748 deletions(-) delete mode 100644 planetfall.glsl create mode 100644 resources/planetfall.glsl create mode 100644 resources/seascape.glsl create mode 100644 resources/seascape_original.glsl delete mode 100644 seascape.glsl delete mode 100644 seascape_original.glsl diff --git a/Makefile b/Makefile index edc1823..8fa7f4e 100644 --- a/Makefile +++ b/Makefile @@ -1,11 +1,12 @@ -all: plugin - ldd pixelgl.so +all: goimports plugin + #ldd pixelgl.so plugin: - go build -v -x -buildmode=plugin -o pixelgl.so + GO111MODULE=off go build -v -x -buildmode=plugin -o pixelgl.so install: - go build -v -x -buildmode=plugin -o pixelgl.so + rm -f pixelgo.so + go build -v -x -buildmode=plugin -o ~/go/lib/pixelgl.so full-plugin: GO111MODULE=off go build -v -x -buildmode=plugin -o pixelgl.so @@ -14,7 +15,8 @@ full-install: GO111MODULE=off go build -v -x -buildmode=plugin -o pixelgl.so standalone: - go build -v -x + GO111MODULE=off go build -v -x + ./pixelgl check-git-clean: @git diff-index --quiet HEAD -- || (echo "Git repository is dirty, please commit your changes first"; exit 1) diff --git a/main.go b/main.go index d92b0b4..27e62cd 100644 --- a/main.go +++ b/main.go @@ -9,6 +9,8 @@ package main import ( "embed" + "io/fs" + "os" "go.wit.com/dev/alexflint/arg" "go.wit.com/log" @@ -22,10 +24,14 @@ import ( var VERSION string var BUILDTIME string -//go:embed *.glsl -var glFile embed.FS +//go:embed resources/* +var resources embed.FS + var pp *arg.Parser +// the glsl file +var glslFile string + func init() { pp = arg.MustParse(&argv) @@ -50,6 +56,7 @@ func init() { go simpleStdin() + glslFile = loadGLSL(argv.Filename) // I think this doesn't work as a goroutine because // opengl closes. This plugin probably has to wait // until there is some sort of protobuf + socket interface @@ -66,3 +73,34 @@ func main() { // parseConfig() pixelgl.Run(run) } + +// LoadFileToString loads the contents of a file into a string +func loadGLSL(filename string) string { + var err error + var data []byte + + // + data, err = os.ReadFile(filename) + if err == nil { + log.Println("found embedded file:", filename) + return string(data) + } + data, err = fs.ReadFile(resources, filename) + if len(data) == 0 { + log.Info("still could not find file", filename, err) + } else { + return string(data) + } + + filename = "resources/seascape.glsl" + log.Println("did not find embedded file:", filename, err) + data, err = fs.ReadFile(resources, filename) + if len(data) == 0 { + log.Info("still could not find file", filename) + os.Exit(-1) + } + + // return a string of the data to feed into + // canvas.SetFragmentShader(file) + return string(data) +} 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>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; m0.0 ) - { - // 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/psutil.go b/psutil.go index 957e8dc..f7dbe4a 100644 --- a/psutil.go +++ b/psutil.go @@ -1,12 +1,8 @@ package main import ( - "io/fs" - "io/ioutil" - "github.com/faiface/pixel" "github.com/faiface/pixel/pixelgl" - "go.wit.com/log" ) // Pixel Shader utility functions @@ -44,20 +40,3 @@ func CenterWindow(win *pixelgl.Window) { ), ) } - -// LoadFileToString loads the contents of a file into a string -func LoadFileToString(filename string) (string, error) { - embedf, err1 := fs.ReadFile(glFile, filename) - if err1 == nil { - log.Println("found embedded file:", filename) - return string(embedf), nil - } else { - log.Println("did not find embedded file:", filename) - log.Println("err", err1) - } - b, err := ioutil.ReadFile("/tmp/" + filename) - if err != nil { - return "", err - } - return string(b), nil -} 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>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; m0.0 ) + { + // 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: tdmaav@gmail.com + */ + +#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: tdmaav@gmail.com + */ + +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 diff --git a/seascape.glsl b/seascape.glsl deleted file mode 100644 index 7a69f40..0000000 --- a/seascape.glsl +++ /dev/null @@ -1,196 +0,0 @@ -/* - * "Seascape" by Alexander Alekseev aka TDM - 2014 - * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. - * Contact: tdmaav@gmail.com - */ - -#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/seascape.go b/seascape.go index 5e93a27..ac7151c 100644 --- a/seascape.go +++ b/seascape.go @@ -32,12 +32,6 @@ func run() { // I am putting all shader example initializing stuff here for // easier reference to those learning to use this functionality - fragSource, err := LoadFileToString(argv.Filename) - - if err != nil { - panic(err) - } - var uMouse mgl32.Vec4 var uTime float32 var glDrift float32 = argv.GLdrift @@ -52,7 +46,7 @@ func run() { "uDrift", &glDrift, ) - canvas.SetFragmentShader(fragSource) + canvas.SetFragmentShader(glslFile) start := time.Now() diff --git a/seascape_original.glsl b/seascape_original.glsl deleted file mode 100644 index b70f887..0000000 --- a/seascape_original.glsl +++ /dev/null @@ -1,184 +0,0 @@ -/* - * "Seascape" by Alexander Alekseev aka TDM - 2014 - * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. - * Contact: tdmaav@gmail.com - */ - -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 -- cgit v1.2.3