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Created July 25, 2019 17:43
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examples/demo/gloo/shadertoy.py example from vispy (removed for licensing reasons)
#!/usr/bin/env python
# -*- coding: utf-8 -*-
# vispy: gallery 2, testskip
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
"""
Shadertoy demo. You can copy-paste shader code from an example on
www.shadertoy.com and get the demo.
TODO: support cubes and videos as channel inputs (currently, only images
are supported).
"""
# NOTE: This example throws warnings about variables not being used;
# this is normal because only some shadertoy examples make use of all
# variables, and the GPU may compile some of them away.
import sys
from datetime import datetime, time
import numpy as np
from vispy import gloo
from vispy import app
vertex = """
#version 120
attribute vec2 position;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
}
"""
fragment = """
#version 120
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec4 iMouse; // mouse pixel coords
uniform vec4 iDate; // (year, month, day, time in seconds)
uniform float iSampleRate; // sound sample rate (i.e., 44100)
uniform sampler2D iChannel0; // input channel. XX = 2D/Cube
uniform sampler2D iChannel1; // input channel. XX = 2D/Cube
uniform sampler2D iChannel2; // input channel. XX = 2D/Cube
uniform sampler2D iChannel3; // input channel. XX = 2D/Cube
uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
uniform float iChannelTime[4]; // channel playback time (in sec)
%s
"""
def get_idate():
now = datetime.now()
utcnow = datetime.utcnow()
midnight_utc = datetime.combine(utcnow.date(), time(0))
delta = utcnow - midnight_utc
return (now.year, now.month, now.day, delta.seconds)
def noise(resolution=64, nchannels=1):
# Random texture.
return np.random.randint(low=0, high=256,
size=(resolution, resolution, nchannels)
).astype(np.uint8)
class Canvas(app.Canvas):
def __init__(self, shadertoy=None):
app.Canvas.__init__(self, keys='interactive')
if shadertoy is None:
shadertoy = """
void main(void)
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
gl_FragColor = vec4(uv,0.5+0.5*sin(iGlobalTime),1.0);
}"""
self.program = gloo.Program(vertex, fragment % shadertoy)
self.program["position"] = [(-1, -1), (-1, 1), (1, 1),
(-1, -1), (1, 1), (1, -1)]
self.program['iMouse'] = 0, 0, 0, 0
self.program['iSampleRate'] = 44100.
for i in range(4):
self.program['iChannelTime[%d]' % i] = 0.
self.program['iGlobalTime'] = 0.
self.activate_zoom()
self._timer = app.Timer('auto', connect=self.on_timer, start=True)
self.show()
def set_channel_input(self, img, i=0):
tex = gloo.Texture2D(img)
tex.interpolation = 'linear'
tex.wrapping = 'repeat'
self.program['iChannel%d' % i] = tex
self.program['iChannelResolution[%d]' % i] = img.shape
def on_draw(self, event):
self.program.draw()
def on_mouse_click(self, event):
# BUG: DOES NOT WORK YET, NO CLICK EVENT IN VISPY FOR NOW...
imouse = event.pos + event.pos
self.program['iMouse'] = imouse
def on_mouse_move(self, event):
if event.is_dragging:
x, y = event.pos
px, py = event.press_event.pos
imouse = (x, self.size[1] - y, px, self.size[1] - py)
self.program['iMouse'] = imouse
def on_timer(self, event):
self.program['iGlobalTime'] = event.elapsed
self.program['iDate'] = get_idate() # used in some shadertoy exs
self.update()
def on_resize(self, event):
self.activate_zoom()
def activate_zoom(self):
gloo.set_viewport(0, 0, *self.physical_size)
self.program['iResolution'] = (self.physical_size[0],
self.physical_size[1], 0.)
# -------------------------------------------------------------------------
# COPY-PASTE SHADERTOY CODE BELOW
# -------------------------------------------------------------------------
SHADERTOY = """
// From: https://www.shadertoy.com/view/MdX3Rr
// Created by inigo quilez - iq/2013
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0
// Unported License.
//stereo thanks to Croqueteer
//#define STEREO
// value noise, and its analytical derivatives
vec3 noised( in vec2 x )
{
vec2 p = floor(x);
vec2 f = fract(x);
vec2 u = f*f*(3.0-2.0*f);
float a = texture2D(iChannel0,(p+vec2(0.5,0.5))/256.0,-100.0).x;
float b = texture2D(iChannel0,(p+vec2(1.5,0.5))/256.0,-100.0).x;
float c = texture2D(iChannel0,(p+vec2(0.5,1.5))/256.0,-100.0).x;
float d = texture2D(iChannel0,(p+vec2(1.5,1.5))/256.0,-100.0).x;
return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y,
6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
}
const mat2 m2 = mat2(0.8,-0.6,0.6,0.8);
float terrain( in vec2 x )
{
vec2 p = x*0.003;
float a = 0.0;
float b = 1.0;
vec2 d = vec2(0.0);
for( int i=0; i<6; i++ )
{
vec3 n = noised(p);
d += n.yz;
a += b*n.x/(1.0+dot(d,d));
b *= 0.5;
p = m2*p*2.0;
}
return 140.0*a;
}
float terrain2( in vec2 x )
{
vec2 p = x*0.003;
float a = 0.0;
float b = 1.0;
vec2 d = vec2(0.0);
for( int i=0; i<14; i++ )
{
vec3 n = noised(p);
d += n.yz;
a += b*n.x/(1.0+dot(d,d));
b *= 0.5;
p=m2*p*2.0;
}
return 140.0*a;
}
float terrain3( in vec2 x )
{
vec2 p = x*0.003;
float a = 0.0;
float b = 1.0;
vec2 d = vec2(0.0);
for( int i=0; i<4; i++ )
{
vec3 n = noised(p);
d += n.yz;
a += b*n.x/(1.0+dot(d,d));
b *= 0.5;
p = m2*p*2.0;
}
return 140.0*a;
}
float map( in vec3 p )
{
float h = terrain(p.xz);
return p.y - h;
}
float map2( in vec3 p )
{
float h = terrain2(p.xz);
return p.y - h;
}
float interesct( in vec3 ro, in vec3 rd )
{
float h = 1.0;
float t = 1.0;
for( int i=0; i<120; i++ )
{
if( h<0.01 || t>2000.0 ) break;
t += 0.5*h;
h = map( ro + t*rd );
}
if( t>2000.0 ) t = -1.0;
return t;
}
float sinteresct(in vec3 ro, in vec3 rd )
{
#if 0
// no shadows
return 1.0;
#endif
#if 0
// fake shadows
vec3 nor;
vec3 eps = vec3(20.0,0.0,0.0);
nor.x = terrain3(ro.xz-eps.xy) - terrain3(ro.xz+eps.xy);
nor.y = 1.0*eps.x;
nor.z = terrain3(ro.xz-eps.yx) - terrain3(ro.xz+eps.yx);
nor = normalize(nor);
return clamp( 4.0*dot(nor,rd), 0.0, 1.0 );
#endif
#if 1
// real shadows
float res = 1.0;
float t = 0.0;
for( int j=0; j<48; j++ )
{
vec3 p = ro + t*rd;
float h = map( p );
res = min( res, 16.0*h/t );
t += h;
if( res<0.001 ||p.y>300.0 ) break;
}
return clamp( res, 0.0, 1.0 );
#endif
}
vec3 calcNormal( in vec3 pos, float t )
{
float e = 0.001;
e = 0.001*t;
vec3 eps = vec3(e,0.0,0.0);
vec3 nor;
#if 0
nor.x = map2(pos+eps.xyy) - map2(pos-eps.xyy);
nor.y = map2(pos+eps.yxy) - map2(pos-eps.yxy);
nor.z = map2(pos+eps.yyx) - map2(pos-eps.yyx);
#else
nor.x = terrain2(pos.xz-eps.xy) - terrain2(pos.xz+eps.xy);
nor.y = 2.0*e;
nor.z = terrain2(pos.xz-eps.yx) - terrain2(pos.xz+eps.yx);
#endif
return normalize(nor);
}
vec3 camPath( float time )
{
vec2 p = 1100.0*vec2( cos(0.0+0.23*time), cos(1.5+0.21*time) );
return vec3( p.x, 0.0, p.y );
}
float fbm( vec2 p )
{
float f = 0.0;
f += 0.5000*texture2D( iChannel0, p/256.0 ).x; p = m2*p*2.02;
f += 0.2500*texture2D( iChannel0, p/256.0 ).x; p = m2*p*2.03;
f += 0.1250*texture2D( iChannel0, p/256.0 ).x; p = m2*p*2.01;
f += 0.0625*texture2D( iChannel0, p/256.0 ).x;
return f/0.9375;
}
void main(void)
{
vec2 xy = -1.0 + 2.0*gl_FragCoord.xy / iResolution.xy;
vec2 s = xy*vec2(iResolution.x/iResolution.y,1.0);
#ifdef STEREO
float isCyan = mod(gl_FragCoord.x + mod(gl_FragCoord.y,2.0),2.0);
#endif
float time = iGlobalTime*0.15 + 0.3 + 4.0*iMouse.x/iResolution.x;
vec3 light1 = normalize( vec3(-0.8,0.4,-0.3) );
vec3 ro = camPath( time );
vec3 ta = camPath( time + 3.0 );
ro.y = terrain3( ro.xz ) + 11.0;
ta.y = ro.y - 20.0;
float cr = 0.2*cos(0.1*time);
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
vec3 rd = normalize( s.x*cu + s.y*cv + 2.0*cw );
#ifdef STEREO
ro += 2.0*cu*isCyan;
#endif
float sundot = clamp(dot(rd,light1),0.0,1.0);
vec3 col;
float t = interesct( ro, rd );
if( t<0.0 )
{
// sky
col = vec3(0.3,.55,0.8)*(1.0-0.8*rd.y);
col += 0.25*vec3(1.0,0.7,0.4)*pow( sundot,5.0 );
col += 0.25*vec3(1.0,0.8,0.6)*pow( sundot,64.0 );
col += 0.2*vec3(1.0,0.8,0.6)*pow( sundot,512.0 );
vec2 sc = ro.xz + rd.xz*(1000.0-ro.y)/rd.y;
col = mix( col, vec3(1.0,0.95,1.0),
0.5*smoothstep(0.5,0.8,fbm(0.0005*sc)) );
}
else
{
// mountains
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos, t );
float r = texture2D( iChannel0, 7.0*pos.xz/256.0 ).x;
col = (r*0.25+0.75)*0.9*mix( vec3(0.08,0.05,0.03),
vec3(0.10,0.09,0.08), texture2D(iChannel0,0.00007*vec2(
pos.x,pos.y*48.0)).x );
col = mix( col, 0.20*vec3(0.45,.30,0.15)*(0.50+0.50*r),
smoothstep(0.70,0.9,nor.y) );
col = mix( col, 0.15*vec3(0.30,.30,0.10)*(0.25+0.75*r),
smoothstep(0.95,1.0,nor.y) );
// snow
float h = smoothstep(55.0,80.0,pos.y + 25.0*fbm(0.01*pos.xz) );
float e = smoothstep(1.0-0.5*h,1.0-0.1*h,nor.y);
float o = 0.3 + 0.7*smoothstep(0.0,0.1,nor.x+h*h);
float s = h*e*o;
col = mix( col, 0.29*vec3(0.62,0.65,0.7), smoothstep(
0.1, 0.9, s ) );
// lighting
float amb = clamp(0.5+0.5*nor.y,0.0,1.0);
float dif = clamp( dot( light1, nor ), 0.0, 1.0 );
float bac = clamp( 0.2 + 0.8*dot( normalize(
vec3(-light1.x, 0.0, light1.z ) ), nor ), 0.0, 1.0 );
float sh = 1.0; if( dif>=0.0001 ) sh = sinteresct(
pos+light1*20.0,light1);
vec3 lin = vec3(0.0);
lin += dif*vec3(7.00,5.00,3.00)*vec3( sh, sh*sh*0.5+0.5*sh,
sh*sh*0.8+0.2*sh );
lin += amb*vec3(0.40,0.60,0.80)*1.5;
lin += bac*vec3(0.40,0.50,0.60);
col *= lin;
float fo = 1.0-exp(-0.0005*t);
vec3 fco = 0.55*vec3(0.55,0.65,0.75) + 0.1*vec3(1.0,0.8,0.5)*pow(
sundot, 4.0 );
col = mix( col, fco, fo );
col += 0.3*vec3(1.0,0.8,0.4)*pow( sundot,
8.0 )*(1.0-exp(-0.002*t));
}
col = pow(col,vec3(0.4545));
// vignetting
col *= 0.5 + 0.5*pow( (xy.x+1.0)*(xy.y+1.0)*(xy.x-1.0)*(xy.y-1.0),
0.1 );
#ifdef STEREO
col *= vec3( isCyan, 1.0-isCyan, 1.0-isCyan );
#endif
// col *= smoothstep( 0.0, 2.0, iGlobalTime );
gl_FragColor=vec4(col,1.0);
}
"""
# -------------------------------------------------------------------------
canvas = Canvas(SHADERTOY)
# Input data.
canvas.set_channel_input(noise(resolution=256, nchannels=1), i=0)
if __name__ == '__main__':
canvas.show()
if sys.flags.interactive == 0:
canvas.app.run()
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