Created
July 19, 2022 19:44
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Protean Clouds Shader
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/* | |
Ported shader Protean Clouds | |
https://www.shadertoy.com/view/3l23Rh | |
to WGSL | |
*/ | |
// Protean clouds by nimitz (twitter: @stormoid) | |
// https://www.shadertoy.com/view/3l23Rh | |
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License | |
// Contact the author for other licensing options | |
/* | |
Technical details: | |
The main volume noise is generated from a deformed periodic grid, which can produce | |
a large range of noise-like patterns at very cheap evalutation cost. Allowing for multiple | |
fetches of volume gradient computation for improved lighting. | |
To further accelerate marching, since the volume is smooth, more than half the the density | |
information isn't used to rendering or shading but only as an underlying volume distance to | |
determine dynamic step size, by carefully selecting an equation (polynomial for speed) to | |
step as a function of overall density (not necessarialy rendered) the visual results can be | |
the same as a naive implementation with ~40% increase in rendering performance. | |
Since the dynamic marching step size is even less uniform due to steps not being rendered at all | |
the fog is evaluated as the difference of the fog integral at each rendered step. | |
*/ | |
//@block | |
struct StagingBuffer { | |
iTime: f32 | |
}; | |
@group(0) @binding(0) var img_output: texture_storage_2d<rgba32float, write>; | |
@group(0) @binding(1) var<uniform> staging: StagingBuffer; | |
const iMouse = vec2<f32>(0.); | |
fn rot(a: f32) -> mat2x2<f32> { | |
let c:f32 = cos(a); | |
let s:f32 = sin(a); | |
return mat2x2<f32>(vec2<f32>(c,s),vec2<f32>(-s, c)); | |
//return mat2x2<f32>(vec2<f32>(c,-s),vec2<f32>(s, c)); | |
} | |
const m3 = mat3x3<f32>( | |
vec3<f32>(0.33338, 0.56034, -0.71817), | |
vec3<f32>(-0.87887, 0.32651, -0.15323), | |
vec3<f32>(0.15162, 0.69596, 0.61339)); | |
//*1.93; | |
fn mag2(p: vec2<f32>) -> f32{ | |
return dot(p, p); | |
} | |
fn linstep(mn: f32, mx: f32, x: f32) -> f32 { | |
return clamp((x - mn)/(mx - mn), 0., 1.); | |
} | |
var<private> prm1: f32 = 0.; | |
var<private> bsMo: vec2<f32> = vec2<f32>(0.); | |
fn disp(t: f32) -> vec2<f32> { | |
return vec2<f32>(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; | |
} | |
fn map(ppar: vec3<f32>) -> vec2<f32> { | |
var p = ppar; | |
var p2: vec2<f32> = p.xy; | |
p2 = p2 - disp(p.z); | |
let ptemp = p.xy * rot(sin(p.z+staging.iTime)*(0.1 + prm1*0.05) + (staging.iTime*0.09)); | |
p = vec3<f32>(ptemp.x, ptemp.y, p.z); | |
let cl = mag2(p2.xy); | |
var d = 0.; | |
p = p * .61; | |
var z = 1.; | |
var trk = 1.; | |
let dspAmp = 0.1 + prm1*0.2; | |
for(var i: i32 = 0; i<5; i = i + 1) { | |
p = p + sin(p.zxy*0.75*trk + staging.iTime*trk*.8)*dspAmp; | |
d = d - abs(dot(cos(p), sin(p.yzx))*z); | |
z = z * 0.57; | |
trk = trk * 1.4; | |
p = p * m3 * 1.93; // SMA: multiplied by 1.93 here, because I can't do this in a constant | |
} | |
d = abs(d + prm1*3.) + prm1*.3 - 2.5 + bsMo.y; | |
return vec2<f32>(d + cl*.2 + 0.25, cl); | |
} | |
fn render(ro: vec3<f32>, rd: vec3<f32>, time: f32 ) -> vec4<f32> { | |
var rez = vec4<f32>(0.); | |
let ldst = 8.; | |
let lpos = vec3<f32>(disp(time + ldst)*0.5, time + ldst); | |
var t = 1.5; | |
var fogT = 0.; | |
for(var i: i32 = 0; i<130; i = i + 1) { | |
if (rez.a > 0.99) {break;} | |
let pos = ro + t*rd; | |
let mpv: vec2<f32> = map(pos); | |
let den = clamp(mpv.x - 0.3, 0., 1.) * 1.12; | |
let dn = clamp((mpv.x + 2.), 0., 3.); | |
var col = vec4<f32>(0.); | |
if (mpv.x > 0.6) | |
{ | |
col = vec4<f32>(sin(vec3<f32>(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08); | |
col = col*den*den*den; | |
col = vec4<f32>(col.rgb * linstep(4.,-2.5, mpv.x)*2.3, col.a); | |
var dif = clamp((den - map(pos+.8).x)/9., 0.001, 1.); | |
dif = dif + clamp((den - map(pos+.35).x)/2.5, 0.001, 1.); | |
col = vec4<f32>(col.xyz * den*(vec3<f32>(0.005,.045,.075) + 1.5*vec3<f32>(0.033,0.07,0.03)*dif), col.a); | |
} | |
let fogC = exp(t*0.2 - 2.2); | |
col = col + vec4<f32>(0.06, 0.11, 0.11, 0.1) * clamp(fogC-fogT, 0., 1.); | |
fogT = fogC; | |
rez = rez + col*(1. - rez.a); | |
t = t + clamp(0.5 - dn*dn*.05, 0.09, 0.3); | |
} | |
return clamp(rez, vec4<f32>(0.), vec4<f32>(1.)); | |
} | |
fn getsat(c: vec3<f32>) -> f32{ | |
let mi = min(min(c.x, c.y), c.z); | |
let ma = max(max(c.x, c.y), c.z); | |
return (ma - mi) / (ma + 1.e-7); | |
} | |
//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN) | |
fn iLerp(a: vec3<f32>, b: vec3<f32>, x: f32) -> vec3<f32> { | |
var ic = mix(a, b, x) + vec3<f32>(1.e-6, 0., 0.); | |
let sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x)); | |
let dir = normalize(vec3<f32>(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x)); | |
let lgt = dot(vec3<f32>(1.0), ic); | |
let ff = dot(dir, normalize(ic)); | |
ic = ic + 1.5*dir*sd*ff*lgt; | |
return clamp(ic, vec3<f32>(0.), vec3<f32>(1.)); | |
} | |
@compute @workgroup_size(8, 8) | |
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) { | |
var iResolution = vec2<f32>(textureDimensions(img_output)); | |
var gl_FragCoord = vec2<f32>(global_id.xy) + 0.5; | |
var fragCoord = gl_FragCoord; | |
let q = fragCoord.xy / iResolution.xy; | |
let p = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y; | |
bsMo = (iMouse.xy - 0.5*iResolution.xy)/iResolution.y; | |
let time = staging.iTime*3.; | |
var ro = vec3<f32>(0., 0., time); | |
ro = ro + vec3<f32>(sin(staging.iTime)*0.5, sin(staging.iTime*1.)*0., 0.); | |
let dspAmp = .85; | |
let rotemp = ro.xy + disp(ro.z)*dspAmp; | |
ro = vec3<f32>(rotemp.x, rotemp.y, ro.z); | |
let tgtDst = 3.5; | |
let target = normalize(ro - vec3<f32>(disp(time + tgtDst)*dspAmp, time + tgtDst)); | |
ro.x = ro.x - bsMo.x*2.; | |
var rightdir = normalize(cross(target, vec3<f32>(0. ,1. , 0.))); | |
let updir = normalize(cross(rightdir, target)); | |
rightdir = normalize(cross(updir, target)); | |
var rd = normalize((p.x*rightdir + p.y*updir)*1. - target); | |
let rdtemp : vec2<f32> = rd.xy * rot(-disp(time + 3.5).x*0.2 + bsMo.x); // rd.xy left or right changes something | |
rd = vec3<f32>(rdtemp, rd.z); | |
prm1 = smoothstep(-0.4, 0.4, sin(staging.iTime*0.3)); | |
let scn = render(ro, rd, time); | |
//let scn = vec4<f32>(rd, 0.); | |
var col = scn.rgb; | |
col = iLerp(col.bgr, col.rgb, clamp(1. - prm1, 0.05, 1.)); | |
col = pow(col, vec3<f32>(.55, 0.65, 0.6)) * vec3<f32>(1., .97, .9); | |
col = col * (pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12) * 0.7 + 0.3); // Vign | |
/* | |
let uv = vec2<f32>(fragCoord / iResolution); | |
col = vec3<f32>( uv, 0.0 ); | |
col = smoothstep(col, vec3<f32>(0.), vec3<f32>(0.5)); | |
col = smoothstep(vec3<f32>(0.), vec3<f32>(0.5), col); | |
col = normalize(col); | |
col = iLerp(vec3<f32>(0.), vec3<f32>(1.), col.x); | |
col = vec3<f32>(1., 0., 0.); | |
col = rd; | |
*/ | |
let fragColor = vec4<f32>( col, 1.0 ); | |
textureStore(img_output, vec2<i32>(global_id.xy), fragColor); | |
} |
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