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mandelbulb.glsl
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mandelbulb.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 3.
#define R iResolution.xy
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);
}
// 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;
}
}
// 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;
}
// vec2 getOffset(float time)
// {
// float frames = 5.;
// time = mod(time, frames);
// float it = floor(time),
// ft = fract(time);
// vec2 p1 = vec2(-3.2, -2.4);
// vec2 p2 = vec2(-3.4, -4.1);
// vec2 p3 = vec2(-2.2, -3.3);
// vec2 p4 = vec2(-3.8, -3.7);
// vec2 pl = vec2(0.85, -2.3);
// vec2 pos = p1;
// if(it < 0.5) pos = mix(pl, p1, smoothstep(0.0, 1.0, ft));
// else if(it < 1.5) pos = mix(p1, p2, smoothstep(0.0, 1.0, ft));
// else if(it < 2.5) pos = mix(p2, p3, smoothstep(0.0, 1.0, ft));
// else if(it < 3.5) pos = mix(p3, p4, smoothstep(0.0, 1.0, ft));
// else if(it < 4.5) pos = mix(p4, pl, smoothstep(0.0, 1.0, ft));
// return pos;
// }
vec2 DE(vec3 pos, float time) {
pos *= rotateX(3.14/2.) * rotateZ(time);
float Iterations = 60.;
float Bailout = 2.;
float Power = 12.;
vec3 trap = vec3(0,0,0);
float minTrap = 1e10;
vec3 z = pos;
float dr = 1.0;
float r = 0.0;
for (float i = 0.; i < Iterations ; i++) {
r = length(z);
if (r>Bailout) break;
minTrap = min(minTrap, z.z);
// convert to polar coordinates
float theta = acos(z.z/r);
float phi = atan(z.y,z.x);
dr = pow( r, Power-1.0)*Power*dr + 1.0;
// scale and rotate the point
float zr = pow( r,Power);
theta = theta*Power;
phi = phi*Power;
// convert back to cartesian coordinates
//z = zr*vec3(sin(theta)*cos(phi), sin(phi)*sin(theta), cos(theta));
z = zr*vec3( cos(theta)*cos(phi), cos(theta)*sin(phi), sin(theta) );
z+=pos;
}
return vec2(0.5*log(r)*r/dr, minTrap);
}
vec2 map( in vec3 pos, float time )
{
vec2 d1 = DE(pos, time);
return d1;
}
vec3 calcNormal( in vec3 pos, float t )
{
vec2 e = vec2(0.00001, 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<0.00095 )
break;
t += h.x;
if( t>40.0 )
break;
}
if( t>40.0 ) m=-1.0;
return vec2(t,m);
}
void main() {
float time = iTime;
time /= 6.;
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;
vec3 ta = vec3(0,-1.4,1);
vec3 ro = vec3(0,1.8,-1.3);
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(0.0);
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(0.9);
mate = cos(vec3(0,1,1.5) + 2.*tm.y + 20.*iMouse.x/iResolution.x) *.5 + .5;
mat3 sunRot = rotateY(1.9);
vec3 sun_dir = normalize( vec3(-5,4,4) * sunRot );
float sun_dif = clamp( dot(nor,sun_dir),0.0,1.0);
float sun_sha =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 = 0.25*mate*vec3(5.0,4.5,4.0)*sun_dif*sun_sha;
//col += mate*vec3(0.5,0.6,0.6)*sky_dif;
col += 0.2*mate*vec3(1.5,0.6,0.6)*bou_dif;
}
res += clamp(col, 0.0, 1.0);
}
col = pow( res/(AA*AA), vec3(0.4545) );
O = vec4(col, 1.0);
}