From da1c53e20d7ed084a3dd33101ded25ae81418254 Mon Sep 17 00:00:00 2001 From: Jeff Carr Date: Tue, 4 Dec 2018 16:52:10 -0800 Subject: [PATCH] Add another glsl example file 'planetfall' --- community/seascape-shader/seascape.go | 1 + .../seascape-shader/shaders/planetfall.glsl | 333 ++++++++++++++++++ 2 files changed, 334 insertions(+) create mode 100644 community/seascape-shader/shaders/planetfall.glsl diff --git a/community/seascape-shader/seascape.go b/community/seascape-shader/seascape.go index 6737aa6..871b970 100644 --- a/community/seascape-shader/seascape.go +++ b/community/seascape-shader/seascape.go @@ -31,6 +31,7 @@ func run() { // I am putting all shader example initializing stuff here for // easier reference to those learning to use this functionality fragSource, err := LoadFileToString("shaders/seascape.glsl") + // fragSource, err := LoadFileToString("shaders/planetfall.glsl") if err != nil { panic(err) } diff --git a/community/seascape-shader/shaders/planetfall.glsl b/community/seascape-shader/shaders/planetfall.glsl new file mode 100644 index 0000000..d1a74e6 --- /dev/null +++ b/community/seascape-shader/shaders/planetfall.glsl @@ -0,0 +1,333 @@ +// Created by inigo quilez - iq/2018 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +// Pretty much a modification to Klems' shader (https://www.shadertoy.com/view/XlcfRs) +// Youtube version: https://www.youtube.com/watch?v=q1OBrqtl7Yo + +#version 330 core + +// Change AA to 1 if it renders too slow for you +#define AA 1 + +uniform vec2 uResolution; +uniform float uTime; // shader playback time (in seconds) +uniform vec4 uMouse; + +// there is tearing on my box. is this because this isn't working? -- jcarr +uniform int iFrame; // shader playback frame + +out vec4 fragColor; +// in vec2 fragCoord; + +mat3 makeBase( in vec3 w ) +{ + float k = inversesqrt(1.0-w.y*w.y); + return mat3( vec3(-w.z,0.0,w.x)*k, + vec3(-w.x*w.y,1.0-w.y*w.y,-w.y*w.z)*k, + w); +} + +#define ZERO (min(iFrame,0)) + +// http://iquilezles.org/www/articles/intersectors/intersectors.htm +vec2 sphIntersect( in vec3 ro, in vec3 rd, in float rad ) +{ + float b = dot( ro, rd ); + float c = dot( ro, ro ) - rad*rad; + float h = b*b - c; + if( h<0.0 ) return vec2(-1.0); + h = sqrt(h); + return vec2(-b-h,-b+h); +} + +// http://iquilezles.org/www/articles/distfunctions/distfunctions.htm +float sdCapsule( in vec3 p, in float b, in float r ) +{ + float h = clamp( p.z/b, 0.0, 1.0 ); + return length( p - vec3(0.0,0.0,b)*h ) - r;//*(0.2+1.6*h); +} + +// modified Keinert et al's inverse Spherical Fibonacci Mapping +vec4 inverseSF( in vec3 p, const in float n ) +{ + const float PI = 3.14159265359; + const float PHI = 1.61803398875; + + float phi = min(atan(p.y,p.x),PI); + float k = max(floor(log(n*PI*sqrt(5.0)*(1.-p.z*p.z))/log(PHI+1.)),2.0); + float Fk = pow(PHI,k)/sqrt(5.0); + vec2 F = vec2(round(Fk),round(Fk*PHI)); + vec2 G = PI*(fract((F+1.0)*PHI)-(PHI-1.0)); + + mat2 iB = mat2(F.y,-F.x,G.y,-G.x)/(F.y*G.x-F.x*G.y); + vec2 c = floor(iB*0.5*vec2(phi,n*p.z-n+1.0)); + + float ma = 0.0; + vec4 res = vec4(0); + for( int s=0; s<4; s++ ) + { + vec2 uv = vec2(s&1,s>>1); + float i = dot(F,uv+c); + float phi = 2.0*PI*fract(i*PHI); + float cT = 1.0 - (2.0*i+1.0)/n; + float sT = sqrt(1.0-cT*cT); + vec3 q = vec3(cos(phi)*sT, sin(phi)*sT,cT); + float a = dot(p,q); + if (a > ma) + { + ma = a; + res.xyz = q; + res.w = i; + } + } + return res; +} + +float map( in vec3 p, out vec4 color, const in bool doColor ) +{ + float lp = length(p); + float dmin = lp-1.0; + { + vec3 w = p/lp; + vec4 fibo = inverseSF(w, 700.0); + float hh = 1.0 - smoothstep(0.05,0.1,length(fibo.xyz-w)); + dmin -= 0.07*hh; + color = vec4(0.05,0.1,0.1,1.0)*hh * (1.0+0.5*sin(fibo.w*111.1)); + } + + + float s = 1.0; + + for( int i=0; i<3; i++ ) + { + float h = float(i)/float(3-1); + + vec4 f = inverseSF(normalize(p), 65.0 + h*75.0); + + // snap + p -= f.xyz; + + // orient to surface + p = p*makeBase(f.xyz); + + // scale + float scale = 6.6 + 2.0*sin(111.0*f.w); + p *= scale; + p.xy *= 1.2; + + //translate + p.z -= 3.0 - length(p.xy)*0.6*sin(f.w*212.1); + + // measure distance + s *= scale; + float d = sdCapsule( p, -6.0, 0.42 ); + d /= s; + + if( d>1)&1),((i>>1)&1),(i&1))-1.0); + n += e*map(pos+e*ep, kk, false); + } + return normalize(n); +#endif + +} + +// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm +float calcSoftshadow( in vec3 ro, in vec3 rd, float tmin, float tmax, const float k ) +{ + vec2 bound = sphIntersect( ro, rd, 2.1 ); + tmin = max(tmin,bound.x); + tmax = min(tmax,bound.y); + + float res = 1.0; + float t = tmin; + for( int i=0; i<50; i++ ) + { + vec4 kk; + float h = map( ro + rd*t, kk, false ); + res = min( res, k*h/t ); + t += clamp( h, 0.02, 0.20 ); + if( res<0.005 || t>tmax ) break; + } + return clamp( res, 0.0, 1.0 ); +} + +float raycast(in vec3 ro, in vec3 rd, in float tmin, in float tmax ) +{ + vec4 kk; + float t = tmin; + for( int i=0; i<512; i++ ) + { + vec3 p = ro + t*rd; + float h = map(p,kk,false); + if( abs(h)<(0.15*t/uResolution.x) ) break; + t += h*0.5; + if( t>tmax ) return -1.0;; + } + //if( t>tmax ) t=-1.0; + + return t; +} + +// void mainImage( out vec4 fragColor, in vec2 fragCoord ) +// gl_FragCoord.xy +void main() +{ + float an = (uTime-10.0)*0.05; + + // camera + vec3 ro = vec3( 4.5*sin(an), 0.0, 4.5*cos(an) ); + vec3 ta = vec3( 0.0, 0.0, 0.0 ); + // camera-to-world rotation + mat3 ca = makeBase( normalize(ta-ro) ); + + // render + vec3 tot = vec3(0.0); + + #if AA>1 + for( int m=ZERO; m0.0 ) + { + // raycast + float t = raycast(ro, rd, bound.x, bound.y ); + if( t>0.0 ) + { + // local geometry + vec3 pos = ro + t*rd; + vec3 nor = calcNormal(pos, 0.01); + vec3 upp = normalize(pos); + + // color and occlusion + vec4 mate; map(pos, mate, true); + + // lighting + col = vec3(0.0); + + // key ligh + { + // dif + vec3 lig = normalize(vec3(1.0,0.0,0.7)); + float dif = clamp(0.5+0.5*dot(nor,lig),0.0,1.0); + float sha = calcSoftshadow( pos+0.0001*nor, lig, 0.0001, 2.0, 6.0 ); + col += mate.xyz*dif*vec3(1.8,0.6,0.5)*1.1*vec3(sha,sha*0.3+0.7*sha*sha,sha*sha); + // spec + vec3 hal = normalize(lig-rd); + float spe = clamp( dot(nor,hal), 0.0, 1.0 ); + float fre = clamp( dot(-rd,lig), 0.0, 1.0 ); + fre = 0.2 + 0.8*pow(fre,5.0); + spe *= spe; + spe *= spe; + spe *= spe; + col += 1.0*(0.25+0.75*mate.x)*spe*dif*sha*fre; + } + + // back light + { + vec3 lig = normalize(vec3(-1.0,0.0,0.0)); + float dif = clamp(0.5+0.5*dot(nor,lig),0.0,1.0); + col += mate.rgb*dif*vec3(1.2,0.9,0.6)*0.2*mate.w; + } + + // dome light + { + float dif = clamp(0.3+0.7*dot(nor,upp),0.0,1.0); + #if 0 + dif *= 0.05 + 0.95*calcSoftshadow( pos+0.0001*nor, upp, 0.0001, 1.0, 1.0 ); + col += mate.xyz*dif*5.0*vec3(0.1,0.1,0.3)*mate.w; + #else + col += mate.xyz*dif*3.0*vec3(0.1,0.1,0.3)*mate.w*(0.2+0.8*mate.w); + #endif + } + + // fake sss + { + float fre = clamp(1.0+dot(rd,nor),0.0,1.0); + col += 0.3*vec3(1.0,0.3,0.2)*mate.xyz*mate.xyz*fre*fre*mate.w; + } + + // grade/sss + { + col = 2.0*pow( col, vec3(0.7,0.85,1.0) ); + } + + // exposure control + col *= 0.7 + 0.3*smoothstep(0.0,25.0,abs(uTime-31.0)); + + // display fake occlusion + //col = mate.www; + } + } + + + // gamma + col = pow( col, vec3(0.4545) ); + + tot += col; + #if AA>1 + } + tot /= float(AA*AA); + #endif + + // vignetting + vec2 q = gl_FragCoord.xy/uResolution.xy; + tot *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.2 ); + + fragColor = vec4( tot, 1.0 ); +}