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#if HW_PERFORMANCE==0 #define AA 1 #else #define AA 2 #endif
float hash1( float n ) { return fract(sin(n)*43758.5453123); }
const float PI = 3.1415926535897932384626433832795; const float PHI = 1.6180339887498948482045868343656;
vec3 forwardSF( float i, float n) { float phi = 2.0*PI*fract(i/PHI); float zi = 1.0 - (2.0*i+1.0)/n; float sinTheta = sqrt( 1.0 - zi*zi); return vec3( cos(phi)*sinTheta, sin(phi)*sinTheta, zi); }
float almostIdentity( float x, float m, float n ) { if( x>m ) return x; float a = 2.0*n - m; float b = 2.0*m - 3.0*n; float t = x/m; return (a*t + b)*t*t + n; }
vec2 map( vec3 q ) { q *= 100.0;
vec2 res = vec2( q.y, 2.0 );
float r = 15.0; q.y -= r; float ani = pow( 0.5+0.5*sin(6.28318*iTime + q.y/25.0), 4.0 ); q *= 1.0 - 0.2*vec3(1.0,0.5,1.0)*ani; q.y -= 1.5*ani; float x = abs(q.x);
float y = q.y; float z = q.z; y = 4.0 + y*1.2 - x*sqrt(max((20.0-x)/15.0,0.0)); z *= 2.0 - y/15.0; float d = sqrt(x*x+y*y+z*z) - r; d = d/3.0; if( d<res.x ) res = vec2( d, 1.0 );
res.x /= 100.0; return res; }
vec2 intersect( in vec3 ro, in vec3 rd ) { const float maxd = 1.0;
vec2 res = vec2(0.0); float t = 0.2; for( int i=0; i<300; i++ ) { vec2 h = map( ro+rd*t ); if( (h.x<0.0) || (t>maxd) ) break; t += h.x; res = vec2( t, h.y ); }
if( t>maxd ) res=vec2(-1.0); return res; }
vec3 calcNormal( in vec3 pos ) { vec3 eps = vec3(0.005,0.0,0.0); return normalize( vec3( map(pos+eps.xyy).x - map(pos-eps.xyy).x, map(pos+eps.yxy).x - map(pos-eps.yxy).x, map(pos+eps.yyx).x - map(pos-eps.yyx).x ) ); }
float calcAO( in vec3 pos, in vec3 nor ) { float ao = 0.0; for( int i=0; i<64; i++ ) { vec3 kk; vec3 ap = forwardSF( float(i), 64.0 ); ap *= sign( dot(ap,nor) ) * hash1(float(i)); ao += clamp( map( pos + nor*0.01 + ap*0.2 ).x*20.0, 0.0, 1.0 ); } ao /= 64.0;
return clamp( ao, 0.0, 1.0 ); }
vec3 render( in vec2 p ) {
float an = 0.1*iTime;
vec3 ro = vec3(0.4*sin(an),0.25,0.4*cos(an)); vec3 ta = vec3(0.0,0.15,0.0); vec3 ww = normalize( ta - ro ); vec3 uu = normalize( cross(ww,vec3(0.0,1.0,0.0) ) ); vec3 vv = normalize( cross(uu,ww)); vec3 rd = normalize( p.x*uu + p.y*vv + 1.7*ww );
vec3 col = vec3(1.0,0.9,0.7);
vec3 uvw; vec2 res = intersect(ro,rd); float t = res.x;
if( t>0.0 ) { vec3 pos = ro + t*rd; vec3 nor = calcNormal(pos); vec3 ref = reflect( rd, nor ); float fre = clamp( 1.0 + dot(nor,rd), 0.0, 1.0 );
float occ = calcAO( pos, nor ); occ = occ*occ;
if( res.y<1.5 ) { col = vec3(0.9,0.02,0.01); col = col*0.72 + 0.2*fre*vec3(1.0,0.8,0.2);
vec3 lin = 4.0*vec3(0.7,0.80,1.00)*(0.5+0.5*nor.y)*occ; lin += 0.8*fre*vec3(1.0,1.0,1.00)*(0.6+0.4*occ); col = col * lin; col += 4.0*vec3(0.8,0.9,1.00)*smoothstep(0.0,0.4,ref.y)*(0.06+0.94*pow(fre,5.0))*occ;
col = pow(col,vec3(0.4545)); } else { col *= clamp(sqrt(occ*1.8),0.0,1.0); } }
col = clamp(col,0.0,1.0); return col; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { #if AA>1 vec3 col = vec3(0.0); for( int m=0; m<AA; m++ ) for( int n=0; n<AA; n++ ) { vec2 px = fragCoord + vec2(float(m),float(n))/float(AA); vec2 p = (2.0*px-iResolution.xy)/iResolution.y; col += render( p ); } col /= float(AA*AA);
#else vec2 p = (2.0*fragCoord-iResolution.xy)/iResolution.y;
vec3 col = render( p ); #endif
vec2 q = fragCoord/iResolution.xy; col *= 0.2 + 0.8*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.2);
fragColor = vec4( col, 1.0 ); }
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