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fractal_test1.glsl
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fractal_test1.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 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;
}
// 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));
}
// https://github.com/HackerPoet/MarbleMarcher/blob/master/assets/frag.glsl
vec3 boxFold(vec3 z, vec3 r) {
return clamp(z.xyz, -r, r) * 2.0 - z.xyz;
}
// http://www.fractalforums.com/fragmentarium/fragmentarium-an-ide-for-exploring-3d-fractals-and-other-systems-on-the-gpu/15/
void sphereFold(inout vec3 z, inout float dz) {
float fixedRadius2 = .6 + 4.* cos(20./8.) + 4.;
float minRadius2 = 0.3;
float r2 = dot(z,z);
if (r2< minRadius2) {
float temp = (fixedRadius2/minRadius2);
z*= temp;
dz*=temp;
}
else if (r2<fixedRadius2) {
float temp =(fixedRadius2/r2);
z*=temp;
dz*=temp;
}
}
// https://github.com/HackerPoet/MarbleMarcher/blob/master/assets/frag.glsl
vec3 mengerFold(vec3 z) {
float a = min(z.x - z.y, 0.0);
z.x -= a;
z.y += a;
a = min(z.x - z.z, 0.0);
z.x -= a;
z.z += a;
a = min(z.y - z.z, 0.0);
z.y -= a;
z.z += a;
return z;
}
// http://blog.hvidtfeldts.net/index.php/2011/11/distance-estimated-3d-fractals-vi-the-mandelbox/
vec2 DE(vec3 z)
{
float Iterations = 8.;
float Scale = 4.4 + 1. + 0.4;
vec3 offset = z;
float dr = 1.0;
float trap = 1e10;
for (float n = 0.; n < Iterations; n++) {
z = mengerFold(z);
z = boxFold(z, vec3(2.)); // Reflect
z.xz = -z.zx;
z = boxFold(z, vec3(1.)); // Reflect
sphereFold(z, dr); // Sphere Inversion
z=Scale*z + offset; // Scale & Translate
dr = dr*abs(Scale)+1.0;
trap = min(trap, length(z));
}
float r = length(z);
return vec2(r/abs(dr), trap);
}
vec2 map( in vec3 pos )
{
float cr = 0.10;
vec2 d1 = DE(pos + vec3(0.));
//d1.y = 1.0;
return d1;
}
vec3 calcNormal( in vec3 pos )
{
vec2 e = vec2(0.0005, 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;
//return res;
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<0.01 ) 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;
for( int i=0; i<120; i++ )
{
vec3 pos = ro + t*rd;
vec2 h = map( pos );
m = h.y;
if( h.x<0.0005 )
break;
t += h.x;
if( t>100.0 )
break;
}
if( t>100.0 ) m=-1.0;
return vec2(t,m);
}
#define AA 2.
void main() {
float time = iTime;
vec3 col = vec3(0);
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 an = 10.0*(0.94+sin(iTime/16.)*0.02);
vec3 ta = vec3(-2.05,0.5 ,7.);
an = 0.8 + 0.21*(-cos(iTime / 16.)*0.5+0.5) - 0.1 ;
vec3 rot = vec3(1.0*sin(an), 0.0, 1.0*cos(-an));
vec3 ro = ta + vec3(0.,1.0,-20.) * rot;
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(0.1) - 0.65*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 )
{
mate = vec3(1,0,0);
}
vec3 sun_dir = normalize( ro + vec3(3., 4.7, -8.0) );
float sun_dif = clamp( dot(nor,sun_dir),0.0,1.0);
float sun_sha = 0.75*castShadow( pos+nor*0.001, 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(5.0,4.5,4.0)*sun_dif*sun_sha;
//col += mate*vec3(0.5,0.6,0.6)*sky_dif;
col += 0.5*mate*vec3(0.5,0.6,0.6)*bou_dif;
}
res += clamp(col, 0.0, 1.0);
}
col = pow( res/(AA*AA), vec3(0.4545) );
O = vec4(col, 1.0);
}