mirror of
https://github.com/processing/processing4.git
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353 lines
7.3 KiB
GLSL
353 lines
7.3 KiB
GLSL
// Elevated shader
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// https://www.shadertoy.com/view/MdX3Rr by inigo quilez
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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// Processing port by Raphaël de Courville.
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#ifdef GL_ES
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precision highp float;
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#endif
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// Type of shader expected by Processing
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#define PROCESSING_COLOR_SHADER
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// Processing specific input
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uniform float time;
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uniform vec2 resolution;
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uniform vec2 mouse;
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// Layer between Processing and Shadertoy uniforms
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vec3 iResolution = vec3(resolution,0.0);
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float iGlobalTime = time;
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vec4 iMouse = vec4(mouse,0.0,0.0); // zw would normally be the click status
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// ------- Below is the unmodified Shadertoy code ----------
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// Created by inigo quilez - iq/2013
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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//stereo thanks to Croqueteer
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//#define STEREO
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mat3 m = mat3( 0.00, 0.80, 0.60,
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-0.80, 0.36, -0.48,
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-0.60, -0.48, 0.64 );
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float hash( float n )
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{
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return fract(sin(n)*43758.5453123);
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}
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float noise( in vec3 x )
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
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mix(mix( hash(n+113.0), hash(n+114.0),f.x),
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mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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return res;
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}
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vec3 noised( in vec2 x )
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{
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vec2 p = floor(x);
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vec2 f = fract(x);
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vec2 u = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0;
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float a = hash(n+ 0.0);
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float b = hash(n+ 1.0);
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float c = hash(n+ 57.0);
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float d = hash(n+ 58.0);
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return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y,
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30.0*f*f*(f*(f-2.0)+1.0)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
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}
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float noise( in vec2 x )
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{
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vec2 p = floor(x);
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vec2 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0;
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float res = mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y);
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return res;
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}
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float fbm( vec3 p )
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{
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float f = 0.0;
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f += 0.5000*noise( p ); p = m*p*2.02;
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f += 0.2500*noise( p ); p = m*p*2.03;
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f += 0.1250*noise( p ); p = m*p*2.01;
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f += 0.0625*noise( p );
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return f/0.9375;
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}
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mat2 m2 = mat2(1.6,-1.2,1.2,1.6);
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float fbm( vec2 p )
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{
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float f = 0.0;
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f += 0.5000*noise( p ); p = m2*p*2.02;
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f += 0.2500*noise( p ); p = m2*p*2.03;
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f += 0.1250*noise( p ); p = m2*p*2.01;
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f += 0.0625*noise( p );
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return f/0.9375;
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}
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float terrain( in vec2 x )
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{
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vec2 p = x*0.003;
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float a = 0.0;
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float b = 1.0;
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vec2 d = vec2(0.0);
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for(int i=0;i<5; i++)
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{
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vec3 n = noised(p);
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d += n.yz;
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a += b*n.x/(1.0+dot(d,d));
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b *= 0.5;
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p=mat2(1.6,-1.2,1.2,1.6)*p;
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}
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return 140.0*a;
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}
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float terrain2( in vec2 x )
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{
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vec2 p = x*0.003;
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float a = 0.0;
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float b = 1.0;
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vec2 d = vec2(0.0);
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for(int i=0;i<14; i++)
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{
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vec3 n = noised(p);
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d += n.yz;
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a += b*n.x/(1.0+dot(d,d));
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b *= 0.5;
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p=m2*p;
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}
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return 140.0*a;
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}
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float map( in vec3 p )
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{
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float h = terrain(p.xz);
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float ss = 0.03;
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float hh = h*ss;
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float fh = fract(hh);
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float ih = floor(hh);
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fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) );
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h = (ih+fh)/ss;
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return p.y - h;
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}
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float map2( in vec3 p )
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{
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float h = terrain2(p.xz);
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float ss = 0.03;
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float hh = h*ss;
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float fh = fract(hh);
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float ih = floor(hh);
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fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) );
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h = (ih+fh)/ss;
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return p.y - h;
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}
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bool jinteresct(in vec3 rO, in vec3 rD, out float resT )
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{
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float h = 0.0;
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float t = 0.0;
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for( int j=0; j<120; j++ )
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{
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//if( t>2000.0 ) break;
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vec3 p = rO + t*rD;
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if( p.y>300.0 ) break;
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h = map( p );
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if( h<0.1 )
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{
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resT = t;
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return true;
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}
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t += max(0.1,0.5*h);
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}
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if( h<5.0 )
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{
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resT = t;
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return true;
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}
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return false;
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}
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float sinteresct(in vec3 rO, in vec3 rD )
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{
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float res = 1.0;
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float t = 0.0;
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for( int j=0; j<50; j++ )
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{
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//if( t>1000.0 ) break;
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vec3 p = rO + t*rD;
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float h = map( p );
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if( h<0.1 )
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{
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return 0.0;
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}
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res = min( res, 16.0*h/t );
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t += h;
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}
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return clamp( res, 0.0, 1.0 );
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}
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vec3 calcNormal( in vec3 pos, float t )
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{
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float e = 0.001;
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e = 0.001*t;
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vec3 eps = vec3(e,0.0,0.0);
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vec3 nor;
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nor.x = map2(pos+eps.xyy) - map2(pos-eps.xyy);
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nor.y = map2(pos+eps.yxy) - map2(pos-eps.yxy);
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nor.z = map2(pos+eps.yyx) - map2(pos-eps.yyx);
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return normalize(nor);
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}
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vec3 camPath( float time )
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{
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vec2 p = 600.0*vec2( cos(1.4+0.37*time),
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cos(3.2+0.31*time) );
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return vec3( p.x, 0.0, p.y );
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}
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void main(void)
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{
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vec2 xy = -1.0 + 2.0*gl_FragCoord.xy / iResolution.xy;
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vec2 s = xy*vec2(1.75,1.0);
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#ifdef STEREO
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float isCyan = mod(gl_FragCoord.x + mod(gl_FragCoord.y,2.0),2.0);
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#endif
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float time = iGlobalTime*.15;
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vec3 light1 = normalize( vec3( 0.4, 0.22, 0.6 ) );
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vec3 light2 = vec3( -0.707, 0.000, -0.707 );
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vec3 campos = camPath( time );
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vec3 camtar = camPath( time + 3.0 );
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campos.y = terrain( campos.xz ) + 15.0;
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camtar.y = campos.y*0.5;
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float roll = 0.1*cos(0.1*time);
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vec3 cw = normalize(camtar-campos);
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vec3 cp = vec3(sin(roll), cos(roll),0.0);
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vec3 cu = normalize(cross(cw,cp));
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vec3 cv = normalize(cross(cu,cw));
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vec3 rd = normalize( s.x*cu + s.y*cv + 1.6*cw );
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#ifdef STEREO
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campos += 2.0*cu*isCyan; // move camera to the right - the rd vector is still good
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#endif
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float sundot = clamp(dot(rd,light1),0.0,1.0);
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vec3 col;
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float t;
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if( !jinteresct(campos,rd,t) )
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{
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col = 0.9*vec3(0.97,.99,1.0)*(1.0-0.3*rd.y);
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col += 0.2*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 );
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}
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else
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{
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vec3 pos = campos + t*rd;
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vec3 nor = calcNormal( pos, t );
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float dif1 = clamp( dot( light1, nor ), 0.0, 1.0 );
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float dif2 = clamp( 0.2 + 0.8*dot( light2, nor ), 0.0, 1.0 );
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float sh = 1.0;
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if( dif1>0.001 )
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sh = sinteresct(pos+light1*20.0,light1);
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vec3 dif1v = vec3(dif1);
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dif1v *= vec3( sh, sh*sh*0.5+0.5*sh, sh*sh );
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float r = noise( 7.0*pos.xz );
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col = (r*0.25+0.75)*0.9*mix( vec3(0.10,0.05,0.03), vec3(0.13,0.10,0.08), clamp(terrain2( vec2(pos.x,pos.y*48.0))/200.0,0.0,1.0) );
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col = mix( col, 0.17*vec3(0.5,.23,0.04)*(0.50+0.50*r),smoothstep(0.70,0.9,nor.y) );
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col = mix( col, 0.10*vec3(0.2,.30,0.00)*(0.25+0.75*r),smoothstep(0.95,1.0,nor.y) );
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col *= 0.75;
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// snow
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#if 1
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float h = smoothstep(55.0,80.0,pos.y + 25.0*fbm(0.01*pos.xz) );
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float e = smoothstep(1.0-0.5*h,1.0-0.1*h,nor.y);
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float o = 0.3 + 0.7*smoothstep(0.0,0.1,nor.x+h*h);
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float s = h*e*o;
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s = smoothstep( 0.1, 0.9, s );
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col = mix( col, 0.4*vec3(0.6,0.65,0.7), s );
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#endif
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vec3 brdf = 2.0*vec3(0.17,0.19,0.20)*clamp(nor.y,0.0,1.0);
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brdf += 6.0*vec3(1.00,0.95,0.80)*dif1v;
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brdf += 2.0*vec3(0.20,0.20,0.20)*dif2;
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col *= brdf;
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float fo = 1.0-exp(-pow(0.0015*t,1.5));
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vec3 fco = vec3(0.7) + 0.6*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 );
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col = mix( col, fco, fo );
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}
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col = sqrt(col);
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vec2 uv = xy*0.5+0.5;
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col *= 0.7 + 0.3*pow(16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y),0.1);
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#ifdef STEREO
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col *= vec3( isCyan, 1.0-isCyan, 1.0-isCyan );
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#endif
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gl_FragColor=vec4(col,1.0);
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}
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