Created
September 23, 2017 09:02
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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; | |
varying vec2 surfacePosition; | |
float aspect_ratio = resolution.y / resolution.x; | |
float ray_scale = (1. / max(resolution.x, resolution.y)) * 0.1; | |
vec4 orb = vec4(1000); | |
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); | |
p = -1.0 + 2.0*fract(0.5*p-.5+0.01*cos(time/10.+10.*dot(p,p))); | |
float r2 = dot(p,p); | |
float k = 1.0/r2; | |
p *= k; | |
scale *= k; | |
} | |
return 0.25*abs(p.y) / scale; | |
} | |
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 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)); | |
} | |
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<200; 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; | |
} | |
vec3 postProcess(vec3 color){ | |
return 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 anim = 1.1 + 0.5*smoothstep( -0.3, 0.3, cos(0.1*time) ); | |
vec3 camPos = .3*time*vec3(0.0,0.,0.5); | |
vec3 lookAt = camPos + vec3(1.,0.0*cos(time),0.); | |
vec3 camUp = vec3(1.0,0,1.); | |
vec3 camDir = normalize(lookAt-camPos); | |
camUp = normalize(camUp-dot(camDir,camUp)*camDir); | |
vec3 camRight = normalize(cross(camDir,camUp)); | |
vec3 rd = normalize(camDir + (uv.x*camRight + uv.y*camUp)*1.5); ;//vec3(uv.x * fov, uv.y * fov * aspect_ratio, 1.0); | |
vec3 ro = camPos; | |
float t = raymarch(ro,rd,anim); | |
vec3 col = vec3(1.0); | |
if(t > 0.0){ | |
vec4 tra = orb; | |
vec3 pos = ro + t*rd; | |
vec3 nor = normal( pos, t, anim ); | |
// lighting | |
vec3 light1 = vec3( 0.577, 0.577, -0.577 ); | |
vec3 light2 = vec3( -0.707, 0.000, 0.707 ); | |
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 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; | |
// material | |
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) ); | |
// color | |
col = rgb*brdf*exp(-0.2*t); | |
col = sqrt(col); | |
} | |
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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