Created
September 22, 2017 09:04
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#extension GL_OES_standard_derivatives : enable | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
float aspect_ratio = resolution.y / resolution.x; | |
float ray_scale = (1. / max(resolution.x, resolution.y)) * .47; | |
float fov = 1.7; | |
float de( vec3 p ) | |
{ | |
p = abs(1.0-mod(p,2.0)); | |
float scale = 2.0; | |
for( int i=0; i<7;i++ ) | |
{ | |
p = -1.0 + 2.0*fract(0.5*p+0.5); | |
float r2 = dot(p,p); | |
float k = 1.0/r2; | |
p *= k; | |
scale *= k; | |
} | |
return 0.25*abs(p.y) / scale; | |
} | |
vec3 normal(in vec3 p) { | |
vec2 e = vec2(0.005, -0.005); | |
return normalize(e.xyy * de(p + e.xyy) + e.yyx * de(p + e.yyx) + e.yxy * de(p + e.yxy) + e.xxx * de(p + e.xxx)); | |
} | |
float detail = 0.0002; | |
float calcAO( const vec3 pos, const vec3 nor ) { | |
float aodet=detail*80.; | |
float totao = 0.0; | |
float sca = 10.0; | |
for( int aoi=0; aoi<5; aoi++ ) { | |
float hr = aodet + aodet*float(aoi*aoi); | |
vec3 aopos = nor * hr + pos; | |
float dd = de( aopos ); | |
totao += -(dd-hr)*sca; | |
sca *= 0.75; | |
} | |
return clamp( 1.0 - 5.0*totao, 0.0, 1.0 ); | |
} | |
float raymarch(in vec3 from, in vec3 dir) { | |
float l = 0.; | |
float d = 0.; | |
float e = 0.0002; | |
float it = 0.; | |
for(int i=0;i<64;i++){ | |
d = de(from); | |
from += d * dir; | |
l += d; | |
if(d<e) break; | |
e = ray_scale * l; | |
it++; | |
} | |
float f = 1. - (it / float(64)); | |
return f; | |
} | |
vec3 postProcess(vec3 color){ | |
color*=vec3(1.,.94,.87); | |
color=pow(color,vec3(1.2)); | |
color=mix(vec3(length(color)),color,.85)*.95; | |
return color; | |
} | |
void main( void ) { | |
vec2 uv = (gl_FragCoord.xy / resolution) - .5; | |
float fov = 1.5; | |
vec3 dir = vec3(uv.x * fov, uv.y * fov * aspect_ratio, 1.); | |
vec3 cam = .4*time*vec3(0.1,0.,0.0); | |
vec3 backg=vec3(0); | |
vec3 col = vec3(1.0); | |
float k = raymarch(cam,dir); | |
float l = calcAO(cam*dir,normal(dir)); | |
if(k > 0.0002){ | |
col*=vec3(1.,.85,.8)*.6; | |
color = mix(color, backg, 1.0-exp(-1.3*pow0.5,1.3))); | |
col *= k * l; | |
}else{ | |
col = vec3(0); | |
} | |
col+=vec3(1,.85,.7)*pow(max(0.,.3-length(uv-vec2(0.,.03)))/.3,1.5)*.35; | |
gl_FragColor = vec4( postProcess(col),1.); | |
} |
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