Created
November 19, 2023 13:38
-
-
Save wrightwriter/d25236cb1dd954327022be4daca69fc2 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 420 core | |
uniform float fGlobalTime; // in seconds | |
uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
uniform float fFrameTime; // duration of the last frame, in seconds | |
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
uniform sampler1D texFFTIntegrated; // this is continually increasing | |
uniform sampler2D texPreviousFrame; // screenshot of the previous frame | |
uniform sampler2D texChecker; | |
uniform sampler2D texNoise; | |
uniform sampler2D texTex1; | |
uniform sampler2D texTex2; | |
uniform sampler2D texTex3; | |
uniform sampler2D texTex4; | |
layout(r32ui) uniform coherent restrict uimage2D[3] computeTex; | |
layout(r32ui) uniform coherent restrict uimage2D[3] computeTexBack; | |
layout(location = 0) out vec4 out_color; // out_color must be written in order to see anything | |
#define U gl_FragCoord.xy | |
#define R vec2(v2Resolution.xy) | |
#define T fGlobalTime | |
#define pi acos(-1.) | |
#define tau (acos(-1.)*2.) | |
#define rot(a) mat2(cos(a),-sin(a),sin(a),cos(a)) | |
// hashes | |
uint seed = 12512; | |
uint hashi( uint x){ | |
x ^= x >> 16;x *= 0x7feb352dU;x ^= x >> 15;x *= 0x846ca68bU;x ^= x >> 16; | |
return x; | |
} | |
#define hash_f_s(s) ( float( hashi(uint(s)) ) / float( 0xffffffffU ) ) | |
#define hash_f() ( float( seed = hashi(seed) ) / float( 0xffffffffU ) ) | |
#define hash_v2() vec2(hash_f(),hash_f()) | |
#define hash_v3() vec3(hash_f(),hash_f(),hash_f()) | |
#define hash_v4() vec3(hash_f(),hash_f(),hash_f(),hash_f()) | |
vec2 sample_disk(){ | |
vec2 r = hash_v2(); | |
return vec2(sin(r.x*tau),cos(r.x*tau))*sqrt(r.y); | |
} | |
// point projection | |
ivec2 proj_p(vec3 p, float t){ | |
// arbitrary camera stuff | |
float tt = t*2; | |
p += sin(vec3(1.1,0.78,0.6)*tt*0.3)*0.1; | |
p += sin(vec3(1.1,0.78,0.6)*tt*1.)*0.1; | |
p.xz *= rot(tt*0.25 + sin(tt*0.25)); | |
p.xy *= rot(sin(tt*0.3)*0.2); | |
p.z -= -4.; | |
// perspective proj | |
p.xy /= p.z*0.8; | |
// depth of field | |
//p.xy += sample_disk() * abs(p.z - 5. + sin(T))*0.01; | |
// convert point to ivec2. From 0 to resolution.xy | |
ivec2 q = ivec2((p.xy + vec2(R.x/R.y,1)*0.5)*vec2(R.y/R.x,1)*R); | |
if(any(greaterThan(q, ivec2(R))) || any(lessThan(q, ivec2(0)))){ | |
q = ivec2(-1); | |
} | |
return q; | |
} | |
void store_pixel(ivec2 px_coord, vec3 col){ | |
// colour quantized to integer. | |
ivec3 quant_col = ivec3(col * 1000); | |
// no clue why it wants ivec4() here... | |
imageStore(computeTex[0], px_coord, ivec4(quant_col.x)); | |
imageStore(computeTex[1], px_coord, ivec4(quant_col.y)); | |
imageStore(computeTex[2], px_coord, ivec4(quant_col.z)); | |
} | |
void add_to_pixel(ivec2 px_coord, vec3 col){ | |
// colour quantized to integer. | |
ivec3 quant_col = ivec3(col * 1000); | |
imageAtomicAdd(computeTex[0], px_coord, quant_col.x); | |
imageAtomicAdd(computeTex[1], px_coord, quant_col.y); | |
imageAtomicAdd(computeTex[2], px_coord, quant_col.z); | |
} | |
vec3 read_pixel(ivec2 px_coord){ | |
return 0.001*vec3( | |
imageLoad(computeTexBack[0],px_coord).x, | |
imageLoad(computeTexBack[1],px_coord).x, | |
imageLoad(computeTexBack[2],px_coord).x | |
); | |
} | |
float sd_box(vec3 p, vec3 s){ | |
p = abs(p) - s; | |
return max(p.x,max(p.y,p.z)); | |
} | |
float map(vec3 p){ | |
float d = 1000; | |
for(float i = 0; i < 5; i++){ | |
p = abs(p) - 0.2; | |
p.xz *= rot(0.25); | |
p.yz *= rot(0.5 + T*0.); | |
} | |
d = sd_box(p, vec3(0.2)); | |
return d; | |
} | |
vec3 get_normal(vec3 p){ | |
vec2 t = vec2(0.01,0); | |
return normalize(vec3( | |
map(p + t.xyy) - map(p - t.xyy), | |
map(p + t.yxy) - map(p - t.yxy), | |
map(p + t.yyx) - map(p - t.yyx) | |
)); | |
} | |
vec3 hsv2rgb(vec3 c) | |
{ | |
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); | |
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); | |
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); | |
} | |
vec3 rgb2hsv(vec3 c) | |
{ | |
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); | |
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); | |
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); | |
float d = q.x - min(q.w, q.y); | |
float e = 1.0e-10; | |
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); | |
} | |
void main(void){ | |
vec2 uv = vec2(gl_FragCoord.x / v2Resolution.x, gl_FragCoord.y / v2Resolution.y); | |
uv -= 0.5; | |
uv /= vec2(v2Resolution.y / v2Resolution.x, 1); | |
// Init hash | |
seed = 215125125; | |
seed += hashi(uint(U.x)) + hashi(uint(U.y)*125); | |
vec3 col = vec3(0); | |
// choose random hue | |
float hue = hash_f(); | |
vec3 att = hsv2rgb(vec3(hue*1,1,1)); | |
// time envelopes | |
float t = T*1.4; | |
float env_a = floor(t) + pow(fract(t),14); | |
t*=1.2; | |
float env_b = floor(t) + pow(fract(t),14); | |
// Only run for the first 100 horizontal pixels | |
if(gl_FragCoord.x < 200){ | |
// light pos | |
vec3 p = vec3(1); | |
p = normalize(sin(vec3(3.4,2.2,1.2)*(env_a)*0.5)); | |
if(gl_FragCoord.x < 50){ | |
p = normalize(sin(vec3(3.1,2.1,1.5)*(env_b)*0.4)); | |
} | |
if(gl_FragCoord.y < R.y*0.5){ | |
p = -p; | |
} | |
p*=0.1; | |
if(hash_f() < 1.0){ | |
p *= 15.; | |
} | |
// aim towards middle of screen | |
vec3 rd = normalize((hash_v3()-0.5)*(0.01 + 3. * float(gl_FragCoord.y<30 || gl_FragCoord.y > R.y - 30)) - p); | |
// side is 1 outside and -1 inside | |
float side = sign(map(p)); | |
const float max_bounces = 17; | |
float dith = hash_f(); | |
// raymarch/refract | |
for(float bnc = 0; bnc < max_bounces; bnc++){ | |
p += rd * 0.06*dith; | |
bool hit = false; | |
float d = 0; | |
for(float i = 0.; i < 100; i++){ | |
p += rd * min(d,0.01); | |
d = map(p) * side; | |
if(d < 0.001){ | |
hit = true; | |
break; | |
} else if(i == 99){ | |
break; | |
} | |
// draw | |
ivec2 q = proj_p(p, T); | |
add_to_pixel(q, att); | |
} | |
if(hit){ | |
// refraction/reflection logic | |
att *= 0.7; | |
vec3 n = get_normal(p) * side; | |
float ior = 1.5; | |
ior = mix(ior,1.7,hue); | |
vec3 prev_rd = rd; | |
if(side > 0){ | |
rd = refract(rd,n,ior); | |
} else { | |
rd = refract(rd,n,1/ior); | |
} | |
// total internal reflection | |
if(rd == vec3(0)){ | |
rd = reflect(prev_rd,n); | |
p += n*0.002; | |
} else{ | |
p -= n * 0.02; | |
side *= -1.; | |
} | |
} else { | |
break; | |
} | |
} | |
} | |
// display prev frame's image | |
vec3 s = read_pixel(ivec2(gl_FragCoord.xy))*0.01; | |
// tonemap stuff | |
s = s/(1+s*1.); | |
s = mix(s,smoothstep(0.,1.,s),0.); | |
col = max(s,0.); | |
col = pow(col,vec3(.45454)); | |
out_color = vec4(col,0); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment