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September 24, 2017 14:51
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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; | |
vec4 orb = vec4(1000); | |
float de( vec3 p ,float s) | |
{ | |
float scale = 1.0; | |
orb = vec4(1000.0); | |
for( int i=0; i<8;i++ ) | |
{ | |
p = -1.0 + 2.0*fract(0.5*p+0.5); | |
float r2 = dot(p,p); | |
orb = min( orb, vec4(abs(p),r2) ); | |
float k = s/r2; | |
p *= k; | |
scale *= k; | |
} | |
return 0.25*abs(p.y)/scale; | |
} | |
vec3 normal( in vec3 pos, in float t, in float s ) | |
{ | |
float pre = 0.001 * t; | |
vec2 e = vec2(1.0,-1.0)*pre; | |
return normalize( e.xyy*de( pos + e.xyy, s ) + | |
e.yyx*de( pos + e.yyx, s ) + | |
e.yxy*de( pos + e.yxy, s ) + | |
e.xxx*de( pos + e.xxx, s ) ); | |
} | |
float raymarch(in vec3 from, in vec3 dir,float s) { | |
float maxd = 30.0; | |
float t = 0.01; | |
for( int i=0; i<250; i++ ) | |
{ | |
float precis = 0.001 * t; | |
float h = de( from+dir*t, s ); | |
if( h<precis||t>maxd ) break; | |
t += h; | |
} | |
if( t>maxd ) t=-1.0; | |
return t; | |
} | |
float tri(in float x){return abs(fract(x)-.5);} | |
vec3 tri3(in vec3 p){return vec3( tri(p.z+tri(p.y*1.)), tri(p.z+tri(p.x*1.)), tri(p.y+tri(p.x*1.)));} | |
float triNoise3d(in vec3 p, in float spd) | |
{ | |
float z=1.4; | |
float rz = 0.; | |
vec3 bp = p; | |
for (float i=0.; i<=3.; i++ ) | |
{ | |
vec3 dg = tri3(bp*2.); | |
p += (dg+time*spd); | |
bp *= 1.8; | |
z *= 1.5; | |
p *= 1.2; | |
rz+= (tri(p.z+tri(p.x+tri(p.y))))/z; | |
bp += 0.14; | |
} | |
return rz; | |
} | |
float fogmap(in vec3 p, in float d) | |
{ | |
p.x += time*2.5; | |
p.z += sin(p.x*.5); | |
return triNoise3d(p*2.2/(d+20.),0.2)*(1.-smoothstep(0.,.7,p.y)); | |
} | |
vec3 fog(in vec3 col, in vec3 ro, in vec3 rd, in float mt) | |
{ | |
float d = .5; | |
for(int i=0; i<7; i++) | |
{ | |
vec3 pos = ro + rd*d; | |
float rz = fogmap(pos, d); | |
float grd = clamp((rz - fogmap(pos+.8-float(i)*0.1,d))*3., 0.1, 1. ); | |
vec3 col2 = (vec3(.8,0.8,.5)*.6 + .5*vec3(.5, .8, 1.)*(1.7-grd))*1.55; | |
col = mix(col,col2,clamp(rz*smoothstep(d-0.4,d+2.+d*.75,mt),0.,1.) ); | |
d *= 1.5+0.3; | |
if (d>mt)break; | |
} | |
return col; | |
} | |
vec3 postProcess(vec3 color){ | |
color*=vec3(1.,.94,.87); | |
color=pow(color,vec3(1.3)); | |
color=mix(vec3(length(color)),color,.85)*0.95; | |
return color; | |
} | |
void main( void ) { | |
float tm = time*0.35 ; | |
vec2 uv = (gl_FragCoord.xy / resolution) - .5; | |
float anim = 1.1 + 0.5*smoothstep( -0.3, 0.3, cos(0.1*time) ); | |
vec3 ro = vec3( 2.8*cos(0.1+.33*tm), 0.4 + 0.30*cos(0.37*tm), 2.8*cos(0.5+0.35*tm) ); | |
vec3 ta = vec3( 1.9*cos(1.2+.41*tm), 0.4 + 0.10*cos(0.27*time), 1.9*cos(2.0+0.38*tm) ); | |
float roll = 0.2*cos(0.1*time); | |
vec3 cw = normalize(ta-ro); | |
vec3 cp = vec3(sin(roll), cos(roll),0.0); | |
vec3 cu = normalize(cross(cw,cp)); | |
vec3 cv = normalize(cross(cu,cw)); | |
vec3 rd = normalize( uv.x*cu + uv.y*cv + 2.0*cw ); | |
float t = raymarch(ro,rd,anim); | |
vec3 col = vec3(0.0); | |
col+=vec3(1,.85,.7)*pow(max(0.,.3-length(uv-vec2(0.,.03)))/.3,1.5)*.35; | |
vec3 light1 = vec3( 0.577, 0.577, -0.577 ); | |
vec3 light2 = vec3( -0.707, 0.000, 0.707 ); | |
if(t > 0.0){ | |
vec4 tra = orb; | |
vec3 pos = ro + t*rd; | |
vec3 nor = normal( pos, t, anim ); | |
float key = clamp( dot( light1, nor ), 0.0, 1.0 ); | |
float bac = clamp( 0.2 + 0.8*dot( light2, nor ), 0.0, 1.0 ); | |
float amb = (0.7+0.3*nor.y); | |
float ao = pow( clamp(tra.w*2.0,0.0,1.0), 1.2 ); | |
vec3 ref = reflect (pos, nor); | |
vec3 brdf = 1.0*vec3(0.40,0.40,0.40)*amb*ao; | |
brdf += 1.0*vec3(1.00,1.00,1.00)*key*ao; | |
brdf += 1.0*vec3(0.40,0.40,0.40)*bac*ao; | |
vec3 rgb = vec3(1.0); | |
rgb = mix( rgb, vec3(1.0,0.80,0.2), clamp(6.0*tra.y,0.0,1.0) ); | |
rgb = mix( rgb, vec3(1.0,0.55,0.0), pow(clamp(1.0-2.0*tra.z,0.0,1.0),8.0) ); | |
col = rgb*brdf*exp(-0.0*t); | |
col = sqrt( col); | |
} | |
else{ | |
col = vec3(0); | |
} | |
col = fog(col,rd, ro, 3.5); | |
gl_FragColor = vec4( postProcess(col),1.); | |
} |
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