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frame-of-reference.glsl
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frame-of-reference.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 AA 2.
#define R iResolution.xy
float Mx()
{
return iMouse.x / iResolution.x;
}
float My()
{
return iMouse.y / iResolution.y;
}
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 rotateX(float angle) {
float c = cos(angle), s = sin(angle);
return mat3(1, 0, 0, 0, c, -s, 0, s, c);
}
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;
}
// 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 = 1.3;
float minRadius2 = 0.1;
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;
}
}
float DE(vec3 z)
{
vec3 orig = vec3(z);
float Iterations = 14.;
float Scale = 2.0;
float Offset = 1.5;
float n = 0.;
while (n < Iterations) {
if(z.x+z.y<0.) z.xy = -z.yx; // fold 1
if(z.x+z.z<0.) z.xz = -z.zx; // fold 2
if(z.y+z.z<0.) z.zy = -z.yz; // fold 3
z = z*Scale - Offset*(Scale-1.0);
n++;
}
float yPlane = length(vec3(0,-.01,0) - orig);
return min(yPlane, (length(z) ) * pow(Scale, -float(n)));
}
vec2 sdReferenceAxis( in vec3 pos )
{
float id = 0.;
float r = 0.01;
float d = sdBox( pos + vec3(0.5,0,0), vec3(0.5,r,r) );
float d2 = sdBox( pos + vec3(0,0.5,0), vec3(r, 0.5, r));
if(d2 < d) id = 1.;
d = min(d, d2);
d2 = sdBox( pos + vec3(0,0,0.5), vec3(r, r, 0.5));
if(d2<d) id = 2.;
d = min(d,d2);
return vec2(d,id);
}
float getRotation(float time)
{
return 0.;
}
vec2 map( in vec3 pos, float time )
{
float id = 0.;
float d = sdPlane( pos , vec4(0,1,0,1) );
float d2 = DE( pos * rotateX((0.90+0.002)*3.14*2.) * rotateZ(3.14/4.) - vec3(0,-0.22,0) );
if(d2 < d) id = 1.;
d = min(d2, d);
vec2 ref = sdReferenceAxis( pos );
if(ref.x < d) id = ref.y + 2.0;
d = min(ref.x, d);
d2 = sdSphere( pos - vec3(0.3,0.05,0), 0.025 );
if(d2<d) id = 2.;
d = min(d, d2);
return vec2(d, id);
}
vec3 calcNormal( in vec3 pos, float t )
{
vec2 e = vec2(0.0001, 0.0);
return normalize( vec3(map(pos+e.xyy,t).x-map(pos-e.xyy,t).x,
map(pos+e.yxy,t).x-map(pos-e.yxy,t).x,
map(pos+e.yyx,t).x-map(pos-e.yyx,t).x ) );
}
float castShadow( in vec3 ro, vec3 rd, float time )
{
float res = 1.0;
float t = 0.00;
for( int i=0; i<100; i++ )
{
vec3 pos = ro + t*rd;
float h = map( pos, time ).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 time )
{
float m = -1.0;
float t = 0.0;
for( int i=0; i<100; i++ )
{
vec3 pos = ro + t*rd;
vec2 h = map( pos, time );
m = h.y;
if( h.x<0.001 )
break;
t += h.x;
if( t>20.0 )
break;
}
if( t>20.0 ) m=-1.0;
return vec2(t,m);
}
vec3 camPos(float time)
{
float frames = 5.;
time = mod(time, frames);
float it = floor(time),
ft = fract(time);
vec3 p1 = vec3(1.6,-0.2,1.) * rotateY(3.14/3.);
vec3 p2 = vec3(1.6,-0.2,1.) * rotateY(3.14/3.) + vec3(0,0,-1.9);
vec3 p3 = vec3(1.2,-0.2,1.6) ;
vec3 p4 = vec3(1.2,-0.2,1.6) * rotateY(3.14/4.);
vec3 pl = vec3(1.6,-0.2,1.);
vec3 pos = pl;
if(it < 0.5) pos = mix(pl, p1, smoothstep(0.0, 1., ft));
else if(it < 1.5) pos = mix(p1, p2, smoothstep(0.0, 1., ft));
else if(it < 2.5) pos = mix(p2, p3, smoothstep(0.0, 1., ft));
else if(it < 3.5) pos = mix(p3, p4, smoothstep(0.0, 1., ft));
else if(it < 4.5) pos = mix(p4, pl, smoothstep(0.0, 1., ft));
return pos * 2.0;
return vec3(1,0,1) * rotateY(time);
}
mat3 camRotation(float time)
{
return rotateX(0.0) * rotateY(time) * rotateZ(0.);
}
void main() {
float time = iTime;
time /= 3.;
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;
mat3 rot = camRotation( time );
vec3 ta = vec3(0.3,0.05,0);
vec3 ro = camPos( time );
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 = mix(vec3(22, 94, 214) / 255., vec3(0, 33, 140) / 255., p.y);
vec2 tm = castRay(ro, rd, time);
if( tm.x < 20. )
{
float t = tm.x;
vec3 pos = ro + t*rd;
vec3 nor = calcNormal(pos, time);
vec3 mate = vec3(0.18);
if(tm.y < 0.5) {
vec2 checker = trunc(fract(pos.xz)*4.);
float cm = (mod(checker.x + checker.y, 2.0) == 0.0) ? 1. : 0.;
mate = vec3(0.01) * cm + (1.-cm) * vec3(0.02);
}
else if(tm.y < 1.5) {
mate = vec3(0.6);
}
else if(tm.y < 2.5) {
mate = vec3(1,0,0);
}
else if(tm.y < 3.5) {
mate = vec3(0,1,0);
}
else if(tm.y < 4.5) {
mate = vec3(0,0,1);
}
else if(tm.y < 4.5) {
mate = vec3(1,0,0);
}
vec3 sun_dir = normalize( vec3(1.,1.,1.) * rotateY(3.14/4.*8.) );
float sun_dif = clamp( dot(nor,sun_dir),0.0,1.0);
float sun_sha = 0.75*castShadow( pos+nor*0.001, sun_dir, time );
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 += 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);
}