-
Notifications
You must be signed in to change notification settings - Fork 0
/
fragment.glsl
358 lines (314 loc) · 10.6 KB
/
fragment.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
#version 150
const float TAU = 6.28318530717958647692;
uniform int millis;
uniform mat4 camera;
// ray
centroid in vec2 pixelcenter;
// pixel size
flat in vec2 pixel;
out vec4 color;
// set this to something depending on
// both time and pixel
uint rand_state = 0u;
float rand() {
rand_state = ((rand_state * 1664525u + 1013904223u) >> 8) & 0xFFFFFFu;
return float(rand_state) / float(0xFFFFFF);
}
vec2 rand2_state = vec2(-0.75, 0.75);
vec2 rand2_state_m = vec2(-1.0, 1.0);
void srand2(int seed) {
}
vec2 rand2() {
rand2_state *= rand2_state_m;
rand2_state_m *= vec2(-1.0, -1.0);
return rand2_state;
}
float mixfix(float a, float b, float t) {
// this piece is nonsensical but without it
// we get a black screen, fuck you nVidia
// fuck you with a rusty rake
// (pls fix your floating point)
float u;
t = clamp(t, 0.0, 1.0);
u = 1.0 - t;
u = clamp(u, 0.0, 1.0);
return a * u + b * t;
}
/*rotation matrix that will make d point the same direction as z*/
/*both must be normalized*/
mat3x3 rotationAlign(vec3 d, vec3 z) {
vec3 v = cross(z, d);
float c = dot(z, d);
float k = 1.0f / (1.0f + c);
return k * outerProduct(v, v) +
mat3x3(c, v.z, -v.y,
-v.z, c, v.x,
v.y, -v.x, c);
}
/*cube with 3 lengths*/
float cube(vec3 p, vec3 c, vec3 vr) {
vec3 bmin = c - vr;
vec3 bmax = c + vr;
vec3 dmin = bmin - p;
vec3 dmax = p - bmax;
vec3 max1 = max(dmin, dmax);
vec2 max2 = max(max1.xy, max1.z);
return max(max2.x, max2.y);
}
/*proper cube*/
float cube(vec3 p, vec3 c, float r) {
vec3 vr = vec3(r, r, r);
return cube(p, c, vr);
}
/*sphere*/
float sphere(vec3 p, vec3 c, float r) {
return distance(c, p) - r;
}
/*2 spheres*/
float sphere2(vec3 p, vec3 c, float r) {
vec3 c1 = c;
vec3 c2 = c;
c1.x -= r * 0.5;
c2.x += r * 0.5;
float r1 = r * 0.5;
return min(sphere(p, c1, r1), sphere(p, c2, r1));
}
/*torus*/
/*rc - radius to centre of tube*/
/*rt - radius of tube*/
float torus(vec3 p, vec3 c, vec3 n, float rc, float rt) {
// equation is
// (rmax - sqrt(dot(p.xy))) ** 2 + z**2 - rmin**2
// for torus symmetric around z
float z = dot(p, n) - dot(c, n);
vec3 p1 = p - z * n;
float xy2 = dot(p1 - c, p1 - c);
float b = rc - sqrt(xy2);
return sqrt(b * b + z * z) - rt;
}
float cylinderx(vec3 p, vec3 c, float h, float r) {
vec3 q = p - c;
return max(max(-h - q.x, q.x - h), sqrt(dot(q.yz, q.yz)) - r);
}
float cylindery(vec3 p, vec3 c, float h, float r) {
vec3 q = p - c;
return max(max(-h - q.y, q.y - h), sqrt(dot(q.xz, q.xz)) - r);
}
/*cylinder with spherical caps at ends*/
/* a, b - centres of the caps, r - radius */
float cylinder_caps(vec3 p, vec3 a, vec3 b, float r) {
vec3 n = normalize(b - a);
vec3 p1 = p - a;
float d = dot(n, p1);
vec3 c = d * n;
if (dot(n, c) < 0.0f) {
return sphere(p, a, r);
}
if (dot(n, c) > distance(a, b)) {
return sphere(p, b, r);
}
float daxis = length(p1 - d * n);
return daxis - r;
}
// 0.0 - 1.0
float timing(int period) {
return float(millis % period) / float(period - 1);
}
// 0.0 - 1.0 - 0.0
float timing2(int period) {
float t = timing(period);
return 2.0 * (0.5 - abs(t - 0.5));
}
float dist_object(vec3 p) {
float t = timing2(14000);
float t2 = timing2(57000);
t = t*t*t*(t*(t*6 - 15) + 10);
vec3 centre = vec3(0.2, 0.0, 0.0);
// tiling effect
/*
vec3 vmin = vec3(-3.0, -3.0, -3.0);
vec3 vmax = vec3(3.0, 3.0, 3.0);
p = vmin + fract((p - vmin) / (vmax - vmin)) * (vmax - vmin);
*/
//OMGWTF!?
/*
p = p + (t + t2) * vec3(sin(TAU * 0.5 * fract(p.x + t2)),
sin(TAU * 0.5 * fract(p.y + t2)),
sin(TAU * 0.5 * fract(p.z + t2)));
*/
// return mixfix(sphere(p, centre, 0.25), cube(p), t);
// return mixfix(cube(p, centre, 0.2), sphere2(p, centre, 0.5), t);
// 4-way morph and moving over a plane with shadow
//centre = centre + timing2(11123) * vec3(0.0, -0.75, 0.0);
// return mixfix(mixfix(mixfix(cube(p, centre, 0.25),
// torus(p, centre, normalize(vec3(0.5, 0.1, 0.01)), 0.4, 0.15), t * 3.0),
// cylinderx(p, centre, 0.4, 0.25), (t - 1.0 / 3.0) * 3.0),
// sphere(p, centre, 0.4), (t - 2.0 / 3.0) * 3.0);
// cube(p, vec3(0.0, -1.0, 0.0), vec3(100.0, 0.5, 100.0)));
// return mixfix(torus(p, centre, normalize(vec3(1.0, 0.0, 0.0)), 0.5, 0.1),
// cube(p, centre, 0.4), t);
// float phi = t * TAU;
// mat3x3 roto = mat3x3(cos(phi), sin(phi), 0,
// -sin(phi), cos(phi), 0,
// 0, 0, 1);
// return mixfix(torus(p, centre, normalize(vec3(0.3, 0.0, 0.0)), 0.5, 0.2),
// cube(p, centre, 0.4), t);
// return mixfix(torus(p, centre, normalize(vec3(cos(t * TAU), sin(t * TAU), 0.0)), 0.5, 0.2),
// cube(p, centre, 0.4), 0.3);
// return mixfix(torus(p, centre, normalize(vec3(1.0, 0.0, 0.0)), 0.5, 0.15),
// cube(roto * p, centre, 0.4), t2);
// vec3 disp = timing2(12345) * vec3(0.5, 0.0, 0.0);
// return 0.5 * (sphere(p, centre - disp, 0.5) + sphere(p, centre + disp, 0.5));
// float u = smoothstep(-0.25, 0.25, p.y);
// u = clamp(u, 0.0, 1.0);
// return mixfix(cylindery(p, centre, 0.4, 0.25), cylinderx(p, centre, 0.5, 0.5), u);
// cube(p, vec3(0.0, -1.0, 0.0), vec3(100.0, 0.5, 100.0)));
// return min(min(sphere(p, centre + disp, 0.5), sphere(p, centre - disp, 0.5)), cube(p, vec3(0.0, -1.0, 0.0), vec3(100.0, 0.5, 100.0)));
// return min(cube(p, centre, 0.2), cube(p, vec3(0.0, -1.0, 0.0), vec3(100.0, 0.5, 100.0)));
// return min(min(cylinderx(p, centre, 0.3, 0.2),
// sphere(p, centre + vec3(0.0, 0.4, 0.0), 0.4)),
// cube(p, centre + vec3(0.0, -0.5, -0.2), 0.4));
// return sphere(p, centre, 0.3);
// return mixfix(cube(p, vec3(0.0, 1.0, 0.0), 0.8), cube(p, vec3(0.4, 0.4, 0.4), 0.1), t);
return cube(p, centre, 0.3);
// return cube(p + vec3(sin(3.141259 * fract(p.x + t)),
// sin(3.141259 * fract(p.y + t)),
// sin(3.141259 * fract(p.z + t))), centre, 0.5);
/*
return mixfix(cylinder_caps(p, vec3(-1.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), 0.6),
cylinder_caps(p, vec3(0.0, -1.0, 0.0), vec3(0.0, 1.0, 0.0), 0.1),
t);
*/
/*
return mixfix(torus(p, vec3(0, 0, 0), normalize(vec3(0, 1, 0)), 0.4, 0.15),
cylinder_caps(p, vec3(0, -1, 0), vec3(0, 1, 0), 0.9),
t);
*/
/*
return mixfix(torus(p, vec3(0, 0, 0), normalize(vec3(0, 1, 0)), 0.4, 0.15),
min(
cylinder_caps(p, vec3(0.4, 0, -0.3), vec3(0.4, 0, 0.3), 0.05),
cylinder_caps(p, vec3(-0.4, -0.3, 0), vec3(-0.4, 0.3, 0), 0.05)
),
t);
*/
}
/* gradient */
vec3 grad(vec3 p) {
float eps = 0.0001;
return normalize(vec3(
dist_object(p - vec3(eps, 0.0, 0.0)) - dist_object(p + vec3(eps, 0.0, 0.0)),
dist_object(p - vec3(0.0, eps, 0.0)) - dist_object(p + vec3(0.0, eps, 0.0)),
dist_object(p - vec3(0.0, 0.0, eps)) - dist_object(p + vec3(0.0, 0.0, eps))));
}
/* trace from point p along ray r */
vec4 trace(vec3 p, vec3 r) {
vec3 p1 = p;
float d = dist_object(p);
float epsilon = 1.0e-05;
// Kalman summation
float dsum = 0.0;
float dsumerr = 0.0;
float tmp;
for (int i = 0; i < 512 && d >= epsilon; i++) {
// escape if too long
if (dsum > 16) {
return vec4(p1, 0.0);
}
tmp = dsum;
dsum = dsum + d;
tmp = tmp - (dsum - d);
dsumerr = dsumerr + tmp;
p1 = dsumerr * r + dsum * r + p;
d = dist_object(p1);
}
if (d > epsilon) {
return vec4(p1, 0.0);
} else {
// woop woop
for (int j = 0; j < 16 && d < 0; j++) {
tmp = dsum;
dsum = dsum + d;
tmp = tmp - (dsum - d);
dsumerr = dsumerr + tmp;
p1 = dsumerr * r + dsum * r + p;
d = dist_object(p1);
}
p1 = dsumerr * r + dsum * r + p;
return vec4(p1, 1.0);
}
}
vec3 texmex(vec3 p, vec3 n) {
// return (vec3(1.0, 1.0, 1.0) + n) * 0.5;
// return vec3(1.0, 1.0, 1.0);
// glTexGen GL_SPHERE_MAP
vec3 u = normalize(p);
vec3 f = u - 2 * dot(n, u) * n;
float m = 2 * sqrt(f.x * f.x + f.y * f.y + (f.z + 1) * (f.z + 1));
vec2 t = f.xy / m + vec2(0.5, 0.5);
// :/
float sblue = sin(dot(t, t) * 18 * TAU);
sblue = (sblue + 1) * 0.5;
return vec3(sblue, sblue, 0);
}
const vec3 light1 = normalize(vec3(-0.5, -0.2, -0.1));
const vec3 light2 = normalize(vec3(0.1, -0.1, -1.0));
vec3 shade(vec3 p) {
vec3 n = grad(p);
vec4 m1 = trace(p - light1 * 0.05, -light1);
vec4 m2 = trace(p - light2 * 0.05, -light2);
float factor1 = (1.0 - m1.w) * dot(n, light1);
float factor2 = (1.0 - m2.w) * dot(n, light2);
vec3 c = texmex(p, n);
// no light shadows only
// return c * ((2.0 - m1.w - m2.w) * 2.0 / 3.0 + 1.0 / 3.0);
// two lights
return min((max(factor1, 0.0) +
max(factor2, 0.0)) * 0.5 * c, c);
// debug shadows
// return vec3(m1.w, m2.w, 0.0);
}
vec4 gogogo(vec3 p, vec3 ray) {
// wavy effect1
/*
float phi = TAU * 3 * timing2(15000) * (timing2(10000) + ray.x + ray.y);
p.z += sin(phi) * cos(phi) * 0.2;
*/
// wavy effect2
/*
float phi = TAU * timing2(15000);
ray.x *= sin(phi + ray.x);
*/
vec4 q = trace(p, ray);
vec3 result;
if (q.w < 1.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
p = q.xyz;
return vec4(shade(p), 1.0);
}
void main() {
rand_state = uint(millis) + uint((pixelcenter.x + pixelcenter.y) * 1000);
vec3 p = vec3(0.0, 0.0, 3.0);
vec3 t = vec3(pixelcenter, 1.0);
int i;
p = (camera * vec4(p, 1.0)).xyz;
vec3 tr;
vec3 ray = normalize((camera * vec4(t, 1.0)).xyz - p);
vec4 result = gogogo(p, ray);
if (result.w < 1.0) {
discard;
}
// the number of iterations plus one must be
// divided by below.
// anti-aliasing is turned off right now because it murders performance
for (i = 0; i < 0; i++) {
tr = t + vec3(pixel * rand2(), 0.0);
tr = (camera * vec4(tr, 1.0)).xyz;
ray = normalize(tr - p);
result += gogogo(p, ray);
}
// divide by number of iterations plus one
// and gamma correction
color = pow(result / 1.0, vec4(1.0 / 2.2, 1.0 / 2.2, 1.0 / 2.2, 1.0));
}