Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders
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data/shaders/seascape/seascape.vk.glsl
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200
data/shaders/seascape/seascape.vk.glsl
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#version 450
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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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//
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// "Seascape" by Alexander Alekseev aka TDM - 2014
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// CC BY-NC-SA 3.0 Unported License.
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 FragColor;
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layout(set = 3, binding = 0) uniform ShadertoyUBO {
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float iTime;
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vec2 iResolution;
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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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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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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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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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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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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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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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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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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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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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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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float time = iTime * 0.3;
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vec3 color = getPixel(fragCoord, time);
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fragColor = vec4(pow(color, vec3(0.65)), 1.0);
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}
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void main() {
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vec2 fragCoordPixels = vUV * iResolution;
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vec4 outColor;
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mainImage(outColor, fragCoordPixels);
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FragColor = outColor;
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}
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