Created
September 18, 2018 01:11
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#version 150 | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 mouse; | |
uniform vec3 spectrum; | |
uniform sampler2D texture0; | |
uniform sampler2D texture1; | |
uniform sampler2D texture2; | |
uniform sampler2D texture3; | |
uniform sampler2D prevFrame; | |
uniform sampler2D prevPass; | |
const int MAX_ITERATIONS = 64; | |
const vec4 background = vec4(0,1,0,1); | |
const float PI = 3.1415; | |
in VertexData | |
{ | |
vec4 v_position; | |
vec3 v_normal; | |
vec2 v_texcoord; | |
} inData; | |
out vec4 fragColor; | |
vec4 getColor (vec3 pos){ | |
vec4 norm = vec4(pos,1); | |
float cirScale = .2; | |
vec3 normPos =(pos+1)/2; | |
//normPos.x += 1+cos(time) * cirScale; | |
//normPos.y += sin(time) * cirScale;// | |
normPos *= (0.6 +spectrum.y* abs(2+sin(time/10))); | |
//normPos.x *= resolution.y/ resolution.x; | |
normPos.x +=0.; | |
normPos.y -= 0.332; | |
vec4 texCol = 1.5-texture(texture0, (1-normPos.xy)); | |
texCol.g += abs(cos(time))-0.5; | |
// return mix(texCol ,norm, norm.zyxw); | |
return mix(texCol ,1-norm, 0.); | |
} | |
float pModPolar(inout vec2 p, float repetitions) { | |
float angle = 2*PI/repetitions; | |
float a = atan(p.y, p.x) + angle/2.; | |
float r = length(p); | |
float c = floor(a/angle); | |
a = mod(a,angle) - angle/2.; | |
p = vec2(cos(a), sin(a))*r; | |
// For an odd number of repetitions, fix cell index of the cell in -x direction | |
// (cell index would be e.g. -5 and 5 in the two halves of the cell): | |
if (abs(c) >= (repetitions/2)) c = abs(c); | |
return c; | |
} | |
void pR45(inout vec2 p) { | |
p = (p + vec2(p.y, -p.x))*sqrt(0.5); | |
} | |
void pR(inout vec2 p, float a) { | |
p = cos(a)*p + sin(a)*vec2(p.y, -p.x); | |
} | |
vec3 pMod3(inout vec3 p, vec3 size) { | |
vec3 c = floor((p + size*0.5)/size); | |
p = mod(p + size*0.5, size) - size*0.5; | |
return c; | |
} | |
float sphere(vec3 pos, float rad){ | |
//vec4 n = vec4(0);// | |
vec4 n = getColor(pos); | |
float nn = (n.r + n.g +n.b)/3.; | |
//if (nn < 0.1){ | |
//return 1; | |
//} | |
return length(pos) - (rad + (n.r*.3)); | |
} | |
float fHexagonCircumcircle(vec3 p, vec2 h) { | |
vec3 q = abs(p); | |
h.xy /= getColor(p).xz; | |
h.yx -= getColor(p).zy ; | |
return max(q.y - h.y, max(q.x*sqrt(3)*0.5 + q.z*0.5, q.z) - h.x); | |
//this is mathematically equivalent to this line, but less efficient: | |
//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); | |
} | |
float scene(vec3 pos){ | |
//float s1 = min(sphere(mod(pos,4)-1,0.7), sphere(vec3(pos.x-.2,pos.y,pos.z),0.2)); | |
//float s2 = sphere(vec3(pos.x-.2,mod(pos.y,5)-2.5,mod(pos.z,4) ),0.5); | |
vec2 h = vec2(.5,.1); | |
// pR(pos.yz,time * 1.2+(spectrum.x*0.5)); | |
pR(pos.xy,time *0.3); | |
//pModPolar(pos.xy,8+(7* spectrum.y)); | |
pMod3(pos,vec3(90)); | |
//return fHexagonCircumcircle(pos, vec2(h.x*sqrt(3)*0.5, h.y)); | |
return sphere(pos,abs(cos(time/2))); | |
//float c = 4; | |
//return sphere(mod(pos,c)-(c/2.),0.); | |
} | |
vec3 get_normal(in vec3 p) | |
{ | |
vec3 eps = vec3(0.001, 0, 0); | |
float nx = scene(p + eps.xyy) - scene(p - eps.xyy); | |
float ny = scene(p + eps.yxy) - scene(p - eps.yxy); | |
float nz = scene(p + eps.yyx) - scene(p - eps.yyx); | |
return normalize(vec3(nx,ny,nz)); | |
} | |
vec4 getMaterial(vec3 pos, float dist){ | |
//vec3 rd = normalize(vec3(pos.x,pos.y,-2.0)); | |
//rd = rotatex(rd, 1.2); | |
//vec3 l = normalize(vec3(1,1,1)); | |
vec3 n = get_normal(pos); | |
// vec3 r = reflect(rd, n); | |
// float fres = clamp(dot(n, -rd),0.0, 1.0); | |
// float diff = clamp(dot(n, l), 0.0, 1.0); | |
// float spec = pow(clamp(dot(r, l), 0.0, 1.0), 40.0); | |
// float shade = rm2(pos+0.05*n, n); | |
// vec3 color = mix(vec3(1,1,1)*0.8, getColor(pos).xyz, fres); | |
// color += 0.1*vec3(1,1,1)*diff*pos.y; | |
// color += vec3(1,1,1)*spec; | |
// color += 0.1*shade; | |
// color /= dist; | |
return vec4(((n)),1);//* getColor(pos); | |
} | |
vec4 trace(vec2 uv, vec3 camPos, vec3 lookAt){ | |
vec3 startingPoint = (vec3(uv,0) - camPos); // this is -1 to 1 where the sceen is in our scene | |
vec3 place = startingPoint; // place along ray | |
float distToScene = 0; | |
if (MAX_ITERATIONS > 100){ | |
return background; | |
} | |
for (int i = 0 ; i < MAX_ITERATIONS; i ++){ | |
distToScene = scene(place) ; | |
place.z += distToScene; | |
if (distToScene < .01){ | |
return getMaterial(place,place.z); | |
} | |
} | |
return vec4(0);//texture(prevFrame,inData.v_texcoord); | |
} | |
void main(void) | |
{ | |
vec2 uv = -1. + (2. * inData.v_texcoord); | |
uv.x *= (resolution.x/resolution.y); | |
fragColor = trace(uv.xy * vec2(1,1), vec3(0,0,-1), vec3(0,0,0)); | |
} |
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