Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders
This commit is contained in:
2
data/shaders/seascape/meta.txt
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2
data/shaders/seascape/meta.txt
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Name: Seascape
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Author: Alexander Alekseev
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181
data/shaders/seascape/seascape.frag.msl
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181
data/shaders/seascape/seascape.frag.msl
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#include <metal_stdlib>
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using namespace metal;
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// Seascape — Alexander Alekseev (TDM, 2014)
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// MSL port of seascape.vk.glsl. iTime threaded through helpers because
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// MSL does not allow file-scope mutable globals.
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struct ShadertoyUBO {
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float iTime;
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float2 iResolution;
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};
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struct PassthroughVOut {
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float4 pos [[position]];
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float2 uv;
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};
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constant int NUM_STEPS = 32;
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constant float PI = 3.141592;
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constant float EPSILON = 1e-3;
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constant int ITER_GEOMETRY = 3;
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constant int ITER_FRAGMENT = 5;
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constant float SEA_HEIGHT = 0.6;
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constant float SEA_CHOPPY = 4.0;
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constant float SEA_SPEED = 0.8;
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constant float SEA_FREQ = 0.16;
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constant float3 SEA_BASE = float3(0.0, 0.09, 0.18);
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constant float3 SEA_WATER_COLOR = float3(0.8, 0.9, 0.6) * 0.6;
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constant float2x2 octave_m = float2x2(1.6, 1.2, -1.2, 1.6);
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static float3x3 fromEuler(float3 ang) {
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float2 a1 = float2(sin(ang.x), cos(ang.x));
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float2 a2 = float2(sin(ang.y), cos(ang.y));
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float2 a3 = float2(sin(ang.z), cos(ang.z));
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float3x3 m;
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m[0] = float3(a1.y * a3.y + a1.x * a2.x * a3.x, a1.y * a2.x * a3.x + a3.y * a1.x, -a2.y * a3.x);
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m[1] = float3(-a2.y * a1.x, a1.y * a2.y, a2.x);
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m[2] = float3(a3.y * a1.x * a2.x + a1.y * a3.x, a1.x * a3.x - a1.y * a3.y * a2.x, a2.y * a3.y);
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return m;
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}
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static float hash(float2 p) {
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float h = dot(p, float2(127.1, 311.7));
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return fract(sin(h) * 43758.5453123);
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}
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static float noise(float2 p) {
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float2 i = floor(p);
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float2 f = fract(p);
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float2 u = f * f * (3.0 - 2.0 * f);
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return -1.0 + 2.0 * mix(mix(hash(i + float2(0.0, 0.0)),
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hash(i + float2(1.0, 0.0)), u.x),
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mix(hash(i + float2(0.0, 1.0)),
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hash(i + float2(1.0, 1.0)), u.x), u.y);
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}
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static float diffuseLight(float3 n, float3 l, float p) {
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return pow(dot(n, l) * 0.4 + 0.6, p);
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}
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static float specularLight(float3 n, float3 l, float3 e, float s) {
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float nrm = (s + 8.0) / (PI * 8.0);
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return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm;
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}
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static float3 getSkyColor(float3 e) {
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e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8;
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return float3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1;
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}
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static float sea_octave(float2 uv, float choppy) {
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uv += noise(uv);
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float2 wv = 1.0 - abs(sin(uv));
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float2 swv = abs(cos(uv));
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wv = mix(wv, swv, wv);
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return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
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}
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static float seaMap(float3 p, float iTime, int iter) {
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float SEA_TIME = 1.0 + iTime * SEA_SPEED;
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float freq = SEA_FREQ;
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float amp = SEA_HEIGHT;
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float choppy = SEA_CHOPPY;
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float2 uv = p.xz; uv.x *= 0.75;
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float d, h = 0.0;
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for (int i = 0; i < iter; i++) {
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d = sea_octave((uv + SEA_TIME) * freq, choppy);
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d += sea_octave((uv - SEA_TIME) * freq, choppy);
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h += d * amp;
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uv = uv * octave_m;
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freq *= 1.9;
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amp *= 0.22;
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choppy = mix(choppy, 1.0, 0.2);
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}
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return p.y - h;
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}
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static float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist) {
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float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
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fresnel = min(fresnel * fresnel * fresnel, 0.5);
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float3 reflected = getSkyColor(reflect(eye, n));
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float3 refracted = SEA_BASE + diffuseLight(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
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float3 color = mix(refracted, reflected, fresnel);
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float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
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color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
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color += specularLight(n, l, eye, 600.0 * rsqrt(dot(dist, dist)));
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return color;
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}
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static float3 getNormal(float3 p, float eps, float iTime) {
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float3 n;
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n.y = seaMap(p, iTime, ITER_FRAGMENT);
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n.x = seaMap(float3(p.x + eps, p.y, p.z), iTime, ITER_FRAGMENT) - n.y;
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n.z = seaMap(float3(p.x, p.y, p.z + eps), iTime, ITER_FRAGMENT) - n.y;
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n.y = eps;
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return normalize(n);
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}
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static float heightMapTracing(float3 ori, float3 dir, thread float3& p, float iTime) {
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float tm = 0.0;
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float tx = 1000.0;
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float hx = seaMap(ori + dir * tx, iTime, ITER_GEOMETRY);
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if (hx > 0.0) {
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p = ori + dir * tx;
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return tx;
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}
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float hm = seaMap(ori, iTime, ITER_GEOMETRY);
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for (int i = 0; i < NUM_STEPS; i++) {
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float tmid = mix(tm, tx, hm / (hm - hx));
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p = ori + dir * tmid;
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float hmid = seaMap(p, iTime, ITER_GEOMETRY);
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if (hmid < 0.0) {
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tx = tmid;
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hx = hmid;
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} else {
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tm = tmid;
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hm = hmid;
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}
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if (abs(hmid) < EPSILON) break;
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}
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return mix(tm, tx, hm / (hm - hx));
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}
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static float3 getPixel(float2 coord, float time, float2 iResolution, float iTime) {
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float2 uv = coord / iResolution;
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uv = uv * 2.0 - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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float3 ang = float3(sin(time * 3.0) * 0.1, sin(time) * 0.2 + 0.3, time);
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float3 ori = float3(0.0, 3.5, time * 5.0);
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float3 dir = normalize(float3(uv.xy, -2.0));
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dir.z += length(uv) * 0.14;
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dir = normalize(dir) * fromEuler(ang);
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float3 p;
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heightMapTracing(ori, dir, p, iTime);
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float3 dist = p - ori;
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float EPSILON_NRM = 0.1 / iResolution.x;
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float3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM, iTime);
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float3 light = normalize(float3(0.0, 1.0, 0.8));
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return mix(
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getSkyColor(dir),
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getSeaColor(p, n, light, dir, dist),
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pow(smoothstep(0.0, -0.02, dir.y), 0.2));
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}
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fragment float4 seascape_fs(PassthroughVOut in [[stage_in]],
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constant ShadertoyUBO& U [[buffer(0)]]) {
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float2 fragCoord = in.uv * U.iResolution;
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float time = U.iTime * 0.3;
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float3 color = getPixel(fragCoord, time, U.iResolution, U.iTime);
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return float4(pow(color, float3(0.65)), 1.0);
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}
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BIN
data/shaders/seascape/seascape.frag.spv
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BIN
data/shaders/seascape/seascape.frag.spv
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Binary file not shown.
223
data/shaders/seascape/seascape.gl.glsl
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data/shaders/seascape/seascape.gl.glsl
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// Name: Seascape
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// Author: Alexander Alekseev
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// URL: https://www.shadertoy.com/view/Ms2SD1
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#version 330 core
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precision highp float;
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out vec4 FragColor;
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in vec2 vUV;
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uniform vec2 iResolution;
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uniform float iTime;
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/*
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* "Seascape" by Alexander Alekseev aka TDM - 2014
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* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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* Contact: tdmaav@gmail.com
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*/
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const int NUM_STEPS = 32;
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const float PI = 3.141592;
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const float EPSILON = 1e-3;
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#define EPSILON_NRM (0.1 / iResolution.x)
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//#define AA
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// sea
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const int ITER_GEOMETRY = 3;
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const int ITER_FRAGMENT = 5;
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const float SEA_HEIGHT = 0.6;
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const float SEA_CHOPPY = 4.0;
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const float SEA_SPEED = 0.8;
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const float SEA_FREQ = 0.16;
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const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
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const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
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#define SEA_TIME (1.0 + iTime * SEA_SPEED)
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const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
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// math
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mat3 fromEuler(vec3 ang) {
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vec2 a1 = vec2(sin(ang.x),cos(ang.x));
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vec2 a2 = vec2(sin(ang.y),cos(ang.y));
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vec2 a3 = vec2(sin(ang.z),cos(ang.z));
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mat3 m;
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m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
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m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
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m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
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return m;
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}
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float hash( vec2 p ) {
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float h = dot(p,vec2(127.1,311.7));
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return fract(sin(h)*43758.5453123);
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}
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float noise( in vec2 p ) {
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vec2 i = floor( p );
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vec2 f = fract( p );
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vec2 u = f*f*(3.0-2.0*f);
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return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
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hash( i + vec2(1.0,0.0) ), u.x),
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mix( hash( i + vec2(0.0,1.0) ),
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hash( i + vec2(1.0,1.0) ), u.x), u.y);
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}
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// lighting
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float diffuse(vec3 n,vec3 l,float p) {
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return pow(dot(n,l) * 0.4 + 0.6,p);
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}
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float specular(vec3 n,vec3 l,vec3 e,float s) {
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float nrm = (s + 8.0) / (PI * 8.0);
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return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
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}
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// sky
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vec3 getSkyColor(vec3 e) {
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e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
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return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
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}
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// sea
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float sea_octave(vec2 uv, float choppy) {
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uv += noise(uv);
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vec2 wv = 1.0-abs(sin(uv));
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vec2 swv = abs(cos(uv));
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wv = mix(wv,swv,wv);
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return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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}
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float map(vec3 p) {
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float freq = SEA_FREQ;
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float amp = SEA_HEIGHT;
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float choppy = SEA_CHOPPY;
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vec2 uv = p.xz; uv.x *= 0.75;
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float d, h = 0.0;
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for(int i = 0; i < ITER_GEOMETRY; i++) {
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d = sea_octave((uv+SEA_TIME)*freq,choppy);
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d += sea_octave((uv-SEA_TIME)*freq,choppy);
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h += d * amp;
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uv *= octave_m; freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.2);
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}
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return p.y - h;
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}
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float map_detailed(vec3 p) {
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float freq = SEA_FREQ;
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float amp = SEA_HEIGHT;
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float choppy = SEA_CHOPPY;
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vec2 uv = p.xz; uv.x *= 0.75;
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float d, h = 0.0;
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for(int i = 0; i < ITER_FRAGMENT; i++) {
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d = sea_octave((uv+SEA_TIME)*freq,choppy);
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d += sea_octave((uv-SEA_TIME)*freq,choppy);
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h += d * amp;
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uv *= octave_m; freq *= 1.9; amp *= 0.22;
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choppy = mix(choppy,1.0,0.2);
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}
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return p.y - h;
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}
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vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
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float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
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fresnel = min(fresnel * fresnel * fresnel, 0.5);
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vec3 reflected = getSkyColor(reflect(eye, n));
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vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
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vec3 color = mix(refracted, reflected, fresnel);
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float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
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color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
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color += specular(n, l, eye, 600.0 * inversesqrt(dot(dist,dist)));
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return color;
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}
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// tracing
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vec3 getNormal(vec3 p, float eps) {
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vec3 n;
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n.y = map_detailed(p);
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n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
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n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
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n.y = eps;
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return normalize(n);
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}
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float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
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float tm = 0.0;
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float tx = 1000.0;
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float hx = map(ori + dir * tx);
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if(hx > 0.0) {
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p = ori + dir * tx;
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return tx;
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}
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float hm = map(ori);
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for(int i = 0; i < NUM_STEPS; i++) {
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float tmid = mix(tm, tx, hm / (hm - hx));
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p = ori + dir * tmid;
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float hmid = map(p);
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if(hmid < 0.0) {
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tx = tmid;
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hx = hmid;
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} else {
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tm = tmid;
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hm = hmid;
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}
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if(abs(hmid) < EPSILON) break;
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}
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return mix(tm, tx, hm / (hm - hx));
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}
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vec3 getPixel(in vec2 coord, float time) {
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vec2 uv = coord / iResolution.xy;
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uv = uv * 2.0 - 1.0;
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uv.x *= iResolution.x / iResolution.y;
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// ray
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vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
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vec3 ori = vec3(0.0,3.5,time*5.0);
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vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
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dir = normalize(dir) * fromEuler(ang);
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// tracing
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vec3 p;
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heightMapTracing(ori,dir,p);
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vec3 dist = p - ori;
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vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
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vec3 light = normalize(vec3(0.0,1.0,0.8));
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// color
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return mix(
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getSkyColor(dir),
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getSeaColor(p,n,light,dir,dist),
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pow(smoothstep(0.0,-0.02,dir.y),0.2));
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}
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// main
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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// Removed mouse interaction (iMouse not available)
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float time = iTime * 0.3;
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#ifdef AA
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vec3 color = vec3(0.0);
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for(int i = -1; i <= 1; i++) {
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for(int j = -1; j <= 1; j++) {
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vec2 uv = fragCoord+vec2(i,j)/3.0;
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||||
color += getPixel(uv, time);
|
||||
}
|
||||
}
|
||||
color /= 9.0;
|
||||
#else
|
||||
vec3 color = getPixel(fragCoord, time);
|
||||
#endif
|
||||
|
||||
// post
|
||||
fragColor = vec4(pow(color,vec3(0.65)), 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 fragCoordPixels = vUV * iResolution;
|
||||
vec4 outColor;
|
||||
mainImage(outColor, fragCoordPixels);
|
||||
FragColor = outColor;
|
||||
}
|
||||
200
data/shaders/seascape/seascape.vk.glsl
Normal file
200
data/shaders/seascape/seascape.vk.glsl
Normal file
@@ -0,0 +1,200 @@
|
||||
#version 450
|
||||
|
||||
// Name: Seascape
|
||||
// Author: Alexander Alekseev
|
||||
// URL: https://www.shadertoy.com/view/Ms2SD1
|
||||
//
|
||||
// "Seascape" by Alexander Alekseev aka TDM - 2014
|
||||
// CC BY-NC-SA 3.0 Unported License.
|
||||
|
||||
layout(location = 0) in vec2 vUV;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 3, binding = 0) uniform ShadertoyUBO {
|
||||
float iTime;
|
||||
vec2 iResolution;
|
||||
};
|
||||
|
||||
const int NUM_STEPS = 32;
|
||||
const float PI = 3.141592;
|
||||
const float EPSILON = 1e-3;
|
||||
#define EPSILON_NRM (0.1 / iResolution.x)
|
||||
|
||||
const int ITER_GEOMETRY = 3;
|
||||
const int ITER_FRAGMENT = 5;
|
||||
const float SEA_HEIGHT = 0.6;
|
||||
const float SEA_CHOPPY = 4.0;
|
||||
const float SEA_SPEED = 0.8;
|
||||
const float SEA_FREQ = 0.16;
|
||||
const vec3 SEA_BASE = vec3(0.0, 0.09, 0.18);
|
||||
const vec3 SEA_WATER_COLOR = vec3(0.8, 0.9, 0.6) * 0.6;
|
||||
#define SEA_TIME (1.0 + iTime * SEA_SPEED)
|
||||
const mat2 octave_m = mat2(1.6, 1.2, -1.2, 1.6);
|
||||
|
||||
mat3 fromEuler(vec3 ang) {
|
||||
vec2 a1 = vec2(sin(ang.x), cos(ang.x));
|
||||
vec2 a2 = vec2(sin(ang.y), cos(ang.y));
|
||||
vec2 a3 = vec2(sin(ang.z), cos(ang.z));
|
||||
mat3 m;
|
||||
m[0] = vec3(a1.y * a3.y + a1.x * a2.x * a3.x, a1.y * a2.x * a3.x + a3.y * a1.x, -a2.y * a3.x);
|
||||
m[1] = vec3(-a2.y * a1.x, a1.y * a2.y, a2.x);
|
||||
m[2] = vec3(a3.y * a1.x * a2.x + a1.y * a3.x, a1.x * a3.x - a1.y * a3.y * a2.x, a2.y * a3.y);
|
||||
return m;
|
||||
}
|
||||
|
||||
float hash(vec2 p) {
|
||||
float h = dot(p, vec2(127.1, 311.7));
|
||||
return fract(sin(h) * 43758.5453123);
|
||||
}
|
||||
|
||||
float noise(in vec2 p) {
|
||||
vec2 i = floor(p);
|
||||
vec2 f = fract(p);
|
||||
vec2 u = f * f * (3.0 - 2.0 * f);
|
||||
return -1.0 + 2.0 * mix(mix(hash(i + vec2(0.0, 0.0)),
|
||||
hash(i + vec2(1.0, 0.0)), u.x),
|
||||
mix(hash(i + vec2(0.0, 1.0)),
|
||||
hash(i + vec2(1.0, 1.0)), u.x), u.y);
|
||||
}
|
||||
|
||||
float diffuse(vec3 n, vec3 l, float p) {
|
||||
return pow(dot(n, l) * 0.4 + 0.6, p);
|
||||
}
|
||||
|
||||
float specular(vec3 n, vec3 l, vec3 e, float s) {
|
||||
float nrm = (s + 8.0) / (PI * 8.0);
|
||||
return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm;
|
||||
}
|
||||
|
||||
vec3 getSkyColor(vec3 e) {
|
||||
e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8;
|
||||
return vec3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1;
|
||||
}
|
||||
|
||||
float sea_octave(vec2 uv, float choppy) {
|
||||
uv += noise(uv);
|
||||
vec2 wv = 1.0 - abs(sin(uv));
|
||||
vec2 swv = abs(cos(uv));
|
||||
wv = mix(wv, swv, wv);
|
||||
return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy);
|
||||
}
|
||||
|
||||
float map(vec3 p) {
|
||||
float freq = SEA_FREQ;
|
||||
float amp = SEA_HEIGHT;
|
||||
float choppy = SEA_CHOPPY;
|
||||
vec2 uv = p.xz; uv.x *= 0.75;
|
||||
|
||||
float d, h = 0.0;
|
||||
for (int i = 0; i < ITER_GEOMETRY; i++) {
|
||||
d = sea_octave((uv + SEA_TIME) * freq, choppy);
|
||||
d += sea_octave((uv - SEA_TIME) * freq, choppy);
|
||||
h += d * amp;
|
||||
uv *= octave_m; freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy, 1.0, 0.2);
|
||||
}
|
||||
return p.y - h;
|
||||
}
|
||||
|
||||
float map_detailed(vec3 p) {
|
||||
float freq = SEA_FREQ;
|
||||
float amp = SEA_HEIGHT;
|
||||
float choppy = SEA_CHOPPY;
|
||||
vec2 uv = p.xz; uv.x *= 0.75;
|
||||
|
||||
float d, h = 0.0;
|
||||
for (int i = 0; i < ITER_FRAGMENT; i++) {
|
||||
d = sea_octave((uv + SEA_TIME) * freq, choppy);
|
||||
d += sea_octave((uv - SEA_TIME) * freq, choppy);
|
||||
h += d * amp;
|
||||
uv *= octave_m; freq *= 1.9; amp *= 0.22;
|
||||
choppy = mix(choppy, 1.0, 0.2);
|
||||
}
|
||||
return p.y - h;
|
||||
}
|
||||
|
||||
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
|
||||
float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
|
||||
fresnel = min(fresnel * fresnel * fresnel, 0.5);
|
||||
|
||||
vec3 reflected = getSkyColor(reflect(eye, n));
|
||||
vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
|
||||
|
||||
vec3 color = mix(refracted, reflected, fresnel);
|
||||
|
||||
float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
|
||||
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
|
||||
|
||||
color += specular(n, l, eye, 600.0 * inversesqrt(dot(dist, dist)));
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 getNormal(vec3 p, float eps) {
|
||||
vec3 n;
|
||||
n.y = map_detailed(p);
|
||||
n.x = map_detailed(vec3(p.x + eps, p.y, p.z)) - n.y;
|
||||
n.z = map_detailed(vec3(p.x, p.y, p.z + eps)) - n.y;
|
||||
n.y = eps;
|
||||
return normalize(n);
|
||||
}
|
||||
|
||||
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
|
||||
float tm = 0.0;
|
||||
float tx = 1000.0;
|
||||
float hx = map(ori + dir * tx);
|
||||
if (hx > 0.0) {
|
||||
p = ori + dir * tx;
|
||||
return tx;
|
||||
}
|
||||
float hm = map(ori);
|
||||
for (int i = 0; i < NUM_STEPS; i++) {
|
||||
float tmid = mix(tm, tx, hm / (hm - hx));
|
||||
p = ori + dir * tmid;
|
||||
float hmid = map(p);
|
||||
if (hmid < 0.0) {
|
||||
tx = tmid;
|
||||
hx = hmid;
|
||||
} else {
|
||||
tm = tmid;
|
||||
hm = hmid;
|
||||
}
|
||||
if (abs(hmid) < EPSILON) break;
|
||||
}
|
||||
return mix(tm, tx, hm / (hm - hx));
|
||||
}
|
||||
|
||||
vec3 getPixel(in vec2 coord, float time) {
|
||||
vec2 uv = coord / iResolution.xy;
|
||||
uv = uv * 2.0 - 1.0;
|
||||
uv.x *= iResolution.x / iResolution.y;
|
||||
|
||||
vec3 ang = vec3(sin(time * 3.0) * 0.1, sin(time) * 0.2 + 0.3, time);
|
||||
vec3 ori = vec3(0.0, 3.5, time * 5.0);
|
||||
vec3 dir = normalize(vec3(uv.xy, -2.0)); dir.z += length(uv) * 0.14;
|
||||
dir = normalize(dir) * fromEuler(ang);
|
||||
|
||||
vec3 p;
|
||||
heightMapTracing(ori, dir, p);
|
||||
vec3 dist = p - ori;
|
||||
vec3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM);
|
||||
vec3 light = normalize(vec3(0.0, 1.0, 0.8));
|
||||
|
||||
return mix(
|
||||
getSkyColor(dir),
|
||||
getSeaColor(p, n, light, dir, dist),
|
||||
pow(smoothstep(0.0, -0.02, dir.y), 0.2));
|
||||
}
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
float time = iTime * 0.3;
|
||||
vec3 color = getPixel(fragCoord, time);
|
||||
fragColor = vec4(pow(color, vec3(0.65)), 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 fragCoordPixels = vUV * iResolution;
|
||||
vec4 outColor;
|
||||
mainImage(outColor, fragCoordPixels);
|
||||
FragColor = outColor;
|
||||
}
|
||||
Reference in New Issue
Block a user