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camera_animation_rot.glsl
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camera_animation_rot.glsl
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// Tutorial from https://www.youtube.com/watch?v=Cfe5UQ-1L9Q
// Thanks iq!
// Shadertoy defines
#define O gl_FragColor
#define U gl_FragCoord.xy
#define iGlobalTime iTime
#define R iResolution.xy
float smin( in float a, in float b, float k )
{
float h = max( k - abs(a-b), 0.0 );
return min(a,b) - h*h/(k*4.0);
}
float smax( in float a, in float b, float k )
{
float h = max( k - abs(a-b), 0.0 );
return max(a,b) + h*h/(k*4.0);
}
mat3 rotateY(float angle) {
float c = cos(angle), s = sin(angle);
return mat3(c, 0, -s, 0, 1, 0, s, 0, c);
}
mat3 rotateZ(float angle) {
float c = cos(angle), s = sin(angle);
return mat3(c,-s,0,s,c,0,0,0,1);
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdTorus( in vec3 p, float r1, float r2)
{
return length(vec2(length(p.xz) - r1, p.y)) - r2;
}
// from iq
float sdPlane(in vec3 p, in vec4 n)
{
return dot(p,n.xyz) + n.w;
}
// from iq
float sdBox( vec3 p, vec3 b )
{
vec3 d = abs(p) - b;
return length(max(d,0.0));
}
float sdWorld( in vec3 p )
{
float d1 = sdSphere( p - vec3(-1.5, 0, 0), 0.3 );
float d2 = sdBox( p, 0.5*normalize(vec3(1,1,1)) );
d1 = min(d1, d2);
d2 = sdTorus( (p - vec3(1.5,0,0))*rotateZ(3.14/2.)*rotateY(iTime) , 0.25, 0.125 );
d1 = min(d1, d2);
return d1;
}
vec2 map( in vec3 pos )
{
float cr = 0.10;
float d = sdPlane( pos, vec4(0,1,0,1) );
float id = 1.0;
float d2 = sdWorld( pos - vec3(0,-0.7,0) );
if( d2 < d ) id = 2.0;
d = min(d, d2);
d2 = sdSphere( pos - vec3(0.3*sin(iTime), -.375, 0.2*cos(iTime)), 0.02 );
if( d2 < d ) id = 3.0;
d = min(d, d2);
return vec2(d, id);
}
vec3 calcNormal( in vec3 pos )
{
vec2 e = vec2(0.0001, 0.0);
return normalize( vec3(map(pos+e.xyy).x-map(pos-e.xyy).x,
map(pos+e.yxy).x-map(pos-e.yxy).x,
map(pos+e.yyx).x-map(pos-e.yyx).x ) );
}
float castShadow( in vec3 ro, vec3 rd )
{
float res = 1.0;
float t = 0.01;
for( int i=0; i<100; i++ )
{
vec3 pos = ro + t*rd;
float h = map( pos ).x;
res = min( res, 16.0*h/t );
if ( res<0.001 ) break;
t += h;
if( t > 10.0 ) break;
}
return clamp(res,0.0,1.0);
}
vec2 castRay( in vec3 ro, vec3 rd )
{
float m = -1.0;
float t = 0.0;
float d = 20.;
for( int i=0; i<100; i++ )
{
vec3 pos = ro + t*rd;
vec2 h = map( pos );
m = h.y;
if( h.x<0.001 )
break;
t += h.x;
if( t>d )
break;
}
if( t>d ) m=-1.0;
return vec2(t,m);
}
#define AA 3.
void main() {
float time = iTime;
vec3 res = vec3(0);
for(float aax=0.; aax < AA; aax++)
for(float aay=0.; aay < AA; aay++)
{
vec2 p = (2.*(U + vec2(aax, aay) / AA)-R)/R.y;
float pause = 0.075;
float angle = 3.14 * ( smoothstep(0.0+pause, 0.25-pause, fract(iTime/12.)) +
smoothstep(0.5+pause, 0.75-pause, fract(iTime/12.)) ) + 3.14/2. + 3.14/10.;
mat3 rot = rotateY(-angle);
vec3 ro = vec3(0.0,3. + 2.*(iMouse.y/iResolution.y)-1. ,4.0) * rot;
vec3 ta = vec3(0,-2.0,-1) * rot;
ro += ta;
vec3 ww = normalize( ta-ro );
vec3 uu = normalize( cross(ww, vec3(0,1,0)) );
vec3 vv = normalize( cross(uu,ww) );
vec3 rd = normalize( p.x*uu + p.y*vv + 1.8*ww );
vec3 col = vec3(0.4,0.75,1.0) - 0.5*rd.y;
col = mix( col, vec3(0.7,0.75,0.8), exp(-10.0*rd.y) );
vec2 tm = castRay(ro, rd);
if( tm.y>0.0 )
{
float t = tm.x;
vec3 pos = ro + t*rd;
vec3 nor = calcNormal(pos);
vec3 mate = vec3(0.18);
if( tm.y < 1.5 )
{
vec2 checker = trunc(fract(pos.xz)*4.);
float cm = (mod(checker.x + checker.y, 2.0) == 0.0) ? 1. : 0.;
mate = vec3(0.3) * cm;
}
else if( tm.y < 2.5 )
{
mate = vec3(0.2);
}
else if( tm.y < 3.5);
{
//mate = vec3(0.1,0,0);
}
vec3 sun_dir = normalize( vec3(0.5,0.2,-0.35) );
float sun_dif = clamp( dot(nor,sun_dir),0.0,1.0);
float sun_sha = castShadow( pos+nor*0.02, sun_dir );
float sky_dif = clamp( 0.5 + 0.5*dot(nor,vec3(0.0,1.0,0.0)), 0.0, 1.0);
float bou_dif = clamp( 0.5 + 0.5*dot(nor,vec3(0.0,-1.0,0.0)), 0.0, 1.0);
col = mate*vec3(7.0,4.5,3.0)*sun_dif*sun_sha;
col += mate*vec3(0.5,0.8,0.9)*sky_dif;
col += mate*vec3(0.7,0.3,0.2)*bou_dif;
res += clamp(col, 0.0, 1.0);
}
}
res = pow( res / (AA * AA), vec3(0.4545) );
O = vec4(res, 1.0);
}