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precision highp float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
uniform sampler2D tex0; | |
uniform sampler2D tex1; | |
float jinteresct(in vec3 rO, in vec3 rD, in vec4 c, out float ao) | |
{ | |
float mz2,md2,dist,t; | |
float res=1000.0; | |
vec4 z,nz; | |
ao = 0.0; | |
for(t=0.0;t<6.0;t+=dist) | |
{ | |
ao += 1.0; | |
vec3 p=rO+t*rD; | |
// calc distance | |
z=vec4(p,(c.y+c.x)*.3); | |
md2=1.0; | |
mz2=dot(z,z); | |
for(int i=0;i<9;i++) | |
{ | |
// |dz|^2 -> 4*|dz|^2 | |
md2*=4.0*mz2; | |
// z -> z2 + c | |
nz.x=z.x*z.x-dot(z.yzw,z.yzw); | |
nz.yzw=2.0*z.x*z.yzw; | |
z=nz+c; | |
mz2=dot(z,z); | |
if(mz2>4.0) | |
break; | |
} | |
dist=0.25*sqrt(mz2/md2)*log(mz2); | |
if(dist<0.0005) | |
{ | |
res=t; | |
break; | |
} | |
} | |
return res; | |
} | |
vec3 calcNormal(in vec3 p, in vec4 c) | |
{ | |
vec4 nz,ndz,dz[4]; | |
vec4 z=vec4(p,(c.y+c.x)*.3); | |
dz[0]=vec4(1.0,0.0,0.0,0.0); | |
dz[1]=vec4(0.0,1.0,0.0,0.0); | |
dz[2]=vec4(0.0,0.0,1.0,0.0); | |
//dz[3]=vec4(0.0,0.0,0.0,1.0); | |
for(int i=0;i<9;i++) | |
{ | |
vec4 mz = vec4(z.x,-z.y,-z.z,-z.w); | |
// derivative | |
dz[0]=vec4(dot(mz,dz[0]),z.x*dz[0].yzw+dz[0].x*z.yzw); | |
dz[1]=vec4(dot(mz,dz[1]),z.x*dz[1].yzw+dz[1].x*z.yzw); | |
dz[2]=vec4(dot(mz,dz[2]),z.x*dz[2].yzw+dz[2].x*z.yzw); | |
//dz[3]=vec4(dot(mz,dz[3]),z.x*dz[3].yzw+dz[3].x*z.yzw); | |
// z = z2 + c | |
nz.x=dot(z, mz); | |
nz.yzw=2.0*z.x*z.yzw; | |
z=nz+c; | |
if(dot(z,z)>4.0) | |
break; | |
} | |
return normalize(vec3(dot(z,dz[0]),dot(z,dz[1]),dot(z,dz[2]))); | |
} | |
void main(void) | |
{ | |
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; | |
vec3 color = vec3(0.0); | |
vec4 cccc = vec4( .7*cos(.5*time), .7*sin(.3*time), .7*cos(1.0*time), 0.0 ); | |
vec3 edir = normalize(vec3(p,1.0)); | |
vec3 wori = vec3(0.0,0.0,-2.0); | |
float ao; | |
float t = jinteresct(wori,edir,cccc,ao); | |
if(t<100.0) | |
{ | |
vec3 inter = wori + t*edir; | |
vec3 nor = calcNormal(inter,cccc); | |
float dif = .5 + .5*dot( nor, vec3(0.57703) ); | |
ao = max( 1.0-ao*0.005, 0.0 ); | |
color = vec3(1.0,.9,.5)*dif*ao + .5*vec3(.6,.7,.8)*ao; | |
} | |
else | |
{ | |
color = vec3(0.5,0.51,0.52)+vec3(0.5,0.47,0.45)*p.y; | |
} | |
gl_FragColor = vec4(color,1.0); | |
} |
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