slang-shaders/procedural/dr2-river-flight.slang

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2018-02-24 01:20:43 +00:00
#version 450
// River Flight - dr2 - 2014-11-06
// https://www.shadertoy.com/view/4sSXDG
// Fasten your seatbelts for a wild ride.
// "River Flight" by dr2 - 2014
// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float iGlobalTime = float(global.FrameCount)*0.025;
vec2 iResolution = global.OutputSize.xy;
const vec4 cHashA4 = vec4 (0., 1., 57., 58.);
const vec3 cHashA3 = vec3 (1., 57., 113.);
const float cHashM = 43758.54;
vec4 Hashv4f (float p)
{
return fract (sin (p + cHashA4) * cHashM);
}
float Noisefv2 (vec2 p)
{
vec2 i = floor (p);
vec2 f = fract (p);
f = f * f * (3. - 2. * f);
vec4 t = Hashv4f (dot (i, cHashA3.xy));
return mix (mix (t.x, t.y, f.x), mix (t.z, t.w, f.x), f.y);
}
float Noisefv3 (vec3 p)
{
vec3 i = floor (p);
vec3 f = fract (p);
f = f * f * (3. - 2. * f);
float q = dot (i, cHashA3);
vec4 t1 = Hashv4f (q);
vec4 t2 = Hashv4f (q + cHashA3.z);
return mix (mix (mix (t1.x, t1.y, f.x), mix (t1.z, t1.w, f.x), f.y),
mix (mix (t2.x, t2.y, f.x), mix (t2.z, t2.w, f.x), f.y), f.z);
}
vec3 Noisev3v2 (vec2 p)
{
vec2 i = floor (p);
vec2 f = fract (p);
vec2 ff = f * f;
vec2 u = ff * (3. - 2. * f);
vec2 uu = 30. * ff * (ff - 2. * f + 1.);
vec4 h = Hashv4f (dot (i, cHashA3.xy));
return vec3 (h.x + (h.y - h.x) * u.x + (h.z - h.x) * u.y +
(h.x - h.y - h.z + h.w) * u.x * u.y, uu * (vec2 (h.y - h.x, h.z - h.x) +
(h.x - h.y - h.z + h.w) * u.yx));
}
float SmoothMin (float a, float b, float r)
{
float h = clamp (0.5 + 0.5 * (b - a) / r, 0., 1.);
return mix (b, a, h) - r * h * (1. - h);
}
float SmoothBump (float lo, float hi, float w, float x)
{
return (1. - smoothstep (hi - w, hi + w, x)) * smoothstep (lo - w, lo + w, x);
}
float PrCapsDf (vec3 p, vec2 b)
{
return length (p - vec3 (0., 0., b.x * clamp (p.z / b.x, -1., 1.))) - b.y;
}
float PrCylDf (vec3 p, vec2 b)
{
return max (length (p.xy) - b.x, abs (p.z) - b.y);
}
float PrConeDf (vec3 p, vec3 b)
{
return max (dot (vec2 (length (p.xy), p.z), b.xy), abs (p.z) - b.z);
}
int idObj;
mat3 flyerMat;
vec3 flyerPos, engPos, qHit, qHitTransObj, sunDir, sunCol;
vec2 trkOffset;
float szFac, wSpan, tCur;
const float dstFar = 400.;
const float pi = 3.14159;
vec3 TrackPath (float t)
{
return vec3 (24. * sin (0.035 * t) * sin (0.012 * t) * cos (0.01 * t) +
19. * sin (0.0032 * t) + 100. * trkOffset.x, 0., t);
}
float GrndHt (vec2 p, int hiRes)
{
const vec2 vRot = vec2 (1.4624, 1.6721);
vec2 q = p * 0.06;
float w = 0.75 * Noisefv2 (0.25 * q) + 0.15;
w *= 36. * w;
vec2 vyz = vec2 (0.);
float ht = 0.;
for (int j = 0; j < 10; j ++) {
vec3 v = Noisev3v2 (q);
vyz += v.yz;
ht += w * v.x / (1. + dot (vyz, vyz));
if (j == 4) {
if (hiRes == 0) break;
}
w *= -0.37;
q *= mat2 (vRot.x, vRot.y, - vRot.y, vRot.x);
}
vec3 pt = TrackPath (p.y);
pt.y -= 2.;
float g = smoothstep (1.5, 4.5, sqrt (abs (p.x - pt.x)));
return min (ht, pt.y * (1. - g) + ht * g);
}
vec3 GrndNf (vec3 p, float d)
{
float ht = GrndHt (p.xz, 1);
vec2 e = vec2 (max (0.01, 0.00001 * d * d), 0.);
return normalize (vec3 (ht - GrndHt (p.xz + e.xy, 1), e.x,
ht - GrndHt (p.xz + e.yx, 1)));
}
vec4 GrndCol (vec3 p, vec3 n)
{
const vec3 gCol1 = vec3 (0.6, 0.7, 0.7), gCol2 = vec3 (0.2, 0.1, 0.1),
gCol3 = vec3 (0.4, 0.3, 0.3), gCol4 = vec3 (0.1, 0.2, 0.1),
gCol5 = vec3 (0.7, 0.7, 0.8), gCol6 = vec3 (0.05, 0.3, 0.03),
gCol7 = vec3 (0.1, 0.08, 0.);
vec2 q = p.xz;
float f, d;
float cSpec = 0.;
f = 0.5 * (clamp (Noisefv2 (0.1 * q), 0., 1.) +
0.8 * Noisefv2 (0.2 * q + 2.1 * n.xy + 2.2 * n.yz));
vec3 col = f * mix (f * gCol1 + gCol2, f * gCol3 + gCol4, 0.65 * f);
if (n.y < 0.5) {
f = 0.4 * (Noisefv2 (0.4 * q + vec2 (0., 0.57 * p.y)) +
0.5 * Noisefv2 (6. * q));
d = 4. * (0.5 - n.y);
col = mix (col, vec3 (f), clamp (d * d, 0.1, 1.));
cSpec += 0.1;
}
if (p.y > 22.) {
if (n.y > 0.25) {
f = clamp (0.07 * (p.y - 22. - Noisefv2 (0.2 * q) * 15.), 0., 1.);
col = mix (col, gCol5, f);
cSpec += f;
}
} else {
if (n.y > 0.45) {
vec3 c = (n.y - 0.3) * (gCol6 * vec3 (Noisefv2 (0.4 * q),
Noisefv2 (0.34 * q), Noisefv2 (0.38 * q)) + vec3 (0.02, 0.1, 0.02));
col = mix (col, c, smoothstep (0.45, 0.65, n.y) *
(1. - smoothstep (15., 22., p.y - 1.5 + 1.5 * Noisefv2 (0.2 * q))));
}
if (p.y < 0.65 && n.y > 0.4) {
d = n.y - 0.4;
col = mix (col, d * d + gCol7, 2. * clamp ((0.65 - p.y -
0.35 * (Noisefv2 (0.4 * q) + 0.5 * Noisefv2 (0.8 * q) +
0.25 * Noisefv2 (1.6 * q))), 0., 0.3));
cSpec += 0.1;
}
}
return vec4 (col, cSpec);
}
float GrndRay (vec3 ro, vec3 rd)
{
vec3 p;
float h, s, sLo, sHi;
s = 0.;
sLo = 0.;
float dHit = dstFar;
for (int j = 0; j < 150; j ++) {
p = ro + s * rd;
h = p.y - GrndHt (p.xz, 0);
if (h < 0.) break;
sLo = s;
s += max (0.15, 0.4 * h) + 0.008 * s;
if (s > dstFar) break;
}
if (h < 0.) {
sHi = s;
for (int j = 0; j < 10; j ++) {
s = 0.5 * (sLo + sHi);
p = ro + s * rd;
h = step (0., p.y - GrndHt (p.xz, 0));
sLo += h * (s - sLo);
sHi += (1. - h) * (s - sHi);
}
dHit = sHi;
}
return dHit;
}
float WaterHt (vec3 p)
{
p *= 0.1;
float ht = 0.;
const float wb = 1.414;
float w = 0.2 * wb;
for (int j = 0; j < 7; j ++) {
w *= 0.5;
p = wb * vec3 (p.y + p.z, p.z - p.y, 2. * p.x);
ht += w * abs (Noisefv3 (p) - 0.5);
}
return ht;
}
vec3 WaterNf (vec3 p, float d)
{
float ht = WaterHt (p);
vec2 e = vec2 (max (0.01, 0.001 * d * d), 0.);
return normalize (vec3 (ht - WaterHt (p + e.xyy), e.x, ht - WaterHt (p + e.yyx)));
}
vec3 SkyBg (vec3 rd)
{
const vec3 sbCol = vec3 (0.15, 0.2, 0.65);
vec3 col;
col = sbCol + 0.2 * sunCol * pow (1. - max (rd.y, 0.), 5.);
return col;
}
vec3 SkyCol (vec3 ro, vec3 rd)
{
const float skyHt = 200.;
vec3 col;
float cloudFac;
if (rd.y > 0.) {
ro.x += 0.5 * tCur;
vec2 p = 0.01 * (rd.xz * (skyHt - ro.y) / rd.y + ro.xz);
float w = 0.65;
float f = 0.;
for (int j = 0; j < 4; j ++) {
f += w * Noisefv2 (p);
w *= 0.5;
p *= 2.3;
}
cloudFac = clamp (5. * (f - 0.5) * rd.y - 0.1, 0., 1.);
} else cloudFac = 0.;
float s = max (dot (rd, sunDir), 0.);
col = SkyBg (rd) + sunCol * (0.35 * pow (s, 6.) +
0.65 * min (pow (s, 256.), 0.3));
col = mix (col, vec3 (0.85), cloudFac);
return col;
}
float GrndSShadow (vec3 ro, vec3 rd)
{
float sh = 1.;
float d = 0.01;
for (int i = 0; i < 80; i++) {
vec3 p = ro + rd * d;
float h = p.y - GrndHt (p.xz, 0);
sh = min (sh, 20. * h / d);
d += 0.5;
if (h < 0.001) break;
}
return clamp (sh, 0., 1.);
}
struct WingParm
{
float span, sRad, trans, thck, leCut, leRad;
};
float WingDf (vec3 p, WingParm wg)
{
vec2 q = p.yz;
float w = max (length (q - vec2 (wg.sRad, 0.)),
length (q + vec2 (wg.sRad, 0.)));
w = max (max (w - wg.thck, abs (p.x - wg.trans) - wg.span),
p.z - wg.leCut);
return min (w, max (length (q - vec2 (0., wg.leCut)) - wg.leRad,
abs (p.x - wg.trans) - wg.span));
}
float PropelDf (vec3 p, float dHit)
{
vec3 q;
float d;
dHit /= szFac;
p /= szFac;
q = p;
q.x = abs (q.x);
q -= engPos;
d = PrCylDf (q - vec3 (0., 0., 3.65), vec2 (1.9, 0.05));
if (d < dHit) {
dHit = d;
qHitTransObj = q;
}
return dHit * szFac;
}
float TransObjDf (vec3 p)
{
float dHit = dstFar;
dHit = PropelDf (flyerMat * (p - flyerPos), dHit);
return dHit;
}
float TransObjRay (vec3 ro, vec3 rd)
{
const float dTol = 0.001;
float d;
float dHit = 0.;
for (int j = 0; j < 150; j ++) {
d = TransObjDf (ro + dHit * rd);
dHit += d;
if (d < dTol || dHit > dstFar) break;
}
return dHit;
}
float FlyerDf (vec3 p, float dHit)
{
vec3 q;
WingParm wg;
float d, wr, ws, cLen;
const float wSweep = 0.2;
const float fusLen = 11.;
const float taPos = 12.5;
dHit /= szFac;
p /= szFac;
q = p;
wr = q.z / fusLen;
d = PrCapsDf (q - fusLen * vec3 (0., 0.045 + 0.08 * wr, 0.),
fusLen * vec2 (0.46, 0.11));
if (d < dHit) {
dHit = d; idObj = 1; qHit = q;
}
d = PrCapsDf (q - fusLen * vec3 (0., 0., -0.32),
fusLen * vec2 (1., 0.15 - 0.051 * wr * wr));
if (d < dHit + 0.1) {
dHit = SmoothMin (dHit, d, 0.1); idObj = 2; qHit = q;
}
ws = wSweep * abs (p.x) / wSpan;
q = p + vec3 (0., 0.054 * fusLen - 6. * ws, 12. * ws);
wg = WingParm (wSpan, 13.7, 0., 14., 1.72, 0.195);
d = WingDf (q, wg);
if (d < dHit + 0.2) {
dHit = SmoothMin (dHit, d, 0.2); idObj = 3; qHit = q;
}
q = p + vec3 (0., -0.1 - 6. * ws, taPos + 12. * ws);
wg = WingParm (0.4 * wSpan, 6.8, 0., 7., 1.2, 0.095);
d = WingDf (q, wg);
if (d < dHit + 0.1) {
dHit = SmoothMin (dHit, d, 0.1); idObj = 4; qHit = q;
}
ws = wSweep * abs (p.y) / wSpan;
q = p.yxz + vec3 (-0.2, 0., taPos + 12. * ws);
wg = WingParm (0.15 * wSpan, 6.8, 2.2, 7., 1.2, 0.095);
d = WingDf (q, wg);
if (d < dHit + 0.1) {
dHit = SmoothMin (dHit, d, 0.1); idObj = 5; qHit = q;
}
q = p;
q.x = abs (q.x);
cLen = 3.5;
wr = q.z / cLen;
d = PrCylDf (q - engPos, cLen * vec2 (0.2 - 0.07 * wr * wr, 1.));
float d2 = PrCylDf (q - engPos, cLen * vec2 (0.04, 1.02));
d = max (d, - d2);
if (d < dHit) {
dHit = d; idObj = 6; qHit = q;
}
q = p;
q.x = abs (q.x);
d = PrConeDf (q - engPos - vec3 (0., 0., 4.2), vec3 (0.8, 0.6, 0.7));
if (d < dHit) {
dHit = d; idObj = 7; qHit = q;
}
q = p;
cLen = 2.8;
q.z += wSweep * wSpan - 0.025 * cLen;
q.x = abs (q.x);
wr = q.z / cLen;
d = PrCapsDf (q - vec3 (wSpan + 0.1, 0.5 * wSweep * wSpan - 0.6, -0.5),
cLen * vec2 (1., 0.15 - 0.055 * wr * wr));
if (d < dHit) {
dHit = d; idObj = 8; qHit = q;
}
return 0.8 * dHit * szFac;
}
float ObjDf (vec3 p)
{
float dHit = dstFar;
dHit = FlyerDf (flyerMat * (p - flyerPos), dHit);
return dHit;
}
float ObjRay (vec3 ro, vec3 rd)
{
const float dTol = 0.001;
float d;
float dHit = 0.;
for (int j = 0; j < 150; j ++) {
d = ObjDf (ro + dHit * rd);
dHit += d;
if (d < dTol || dHit > dstFar) break;
}
return dHit;
}
vec3 ObjNf (vec3 p)
{
const vec3 e = vec3 (0.001, -0.001, 0.);
float v0 = ObjDf (p + e.xxx);
float v1 = ObjDf (p + e.xyy);
float v2 = ObjDf (p + e.yxy);
float v3 = ObjDf (p + e.yyx);
return normalize (vec3 (v0 - v1 - v2 - v3) + 2. * vec3 (v1, v2, v3));
}
float ObjSShadow (vec3 ro, vec3 rd)
{
float sh = 1.;
float d = 0.07 * szFac;
for (int i = 0; i < 50; i++) {
float h = ObjDf (ro + rd * d);
sh = min (sh, 20. * h / d);
d += 0.07 * szFac;
if (h < 0.001) break;
}
return clamp (sh, 0., 1.);
}
vec3 ObjCol (vec3 p, vec3 n)
{
vec3 bCol = vec3 (0.8, 0.8, 0.85), wCol = vec3 (0.3, 0.3, 0.7),
tCol = vec3 (0.9, 0.7, 0.), uCol = vec3 (0.9, 0.1, 0.);
float cFac = 1.;
if (idObj >= 3 && idObj <= 5) {
float s1, s2;
if (idObj == 3) {
s1 = 2.2; s2 = 6.;
} else if (idObj == 4) {
s1 = 1.2; s2 = 1.7;
} else if (idObj == 5) {
s1 = 1.; s2 = 1.;
}
if (abs (qHit.x) > s2 - 0.03)
cFac = 1. - 0.9 * SmoothBump (- 0.08, 0.08, 0.02, qHit.z + s1);
if (qHit.z < - s1)
cFac = 1. - 0.9 * SmoothBump (- 0.05, 0.05, 0.02, abs (qHit.x) - s2);
}
vec3 col;
vec3 nn;
if (idObj >= 1 && idObj <= 5) nn = flyerMat * n;
if (idObj == 1 || idObj == 2) {
col = mix (uCol, bCol, 1. - smoothstep (-0.6, 0., nn.y));
if (idObj == 2 && nn.y < 0.)
col = mix (bCol, wCol, SmoothBump (-0.8, 0.8, 0.3, qHit.z + 0.28));
} else if (idObj == 3 || idObj == 4) {
col = mix (bCol, wCol, SmoothBump (-0.8, 0.8, 0.3, qHit.z));
} else if (idObj == 5) {
col = mix (bCol, tCol, SmoothBump (-0.6, 0.8, 0.3, qHit.z));
} else if (idObj == 6) {
col = bCol;
} else if (idObj == 7 || idObj == 8) {
col = tCol;
}
if (idObj == 1) {
if (qHit.z > 4.5 && abs (qHit.x) > 0.07) idObj = 10;
} else if (idObj == 2) {
float s = - qHit.z;
if (s > 0. && s < 9.) {
vec2 ws = vec2 (qHit.y - 0.5, mod (s + 1.5, 1.5) - 0.75);
ws *= ws;
if (dot (ws, ws) < 0.02) idObj = 10;
}
}
return col * cFac;
}
vec3 ShowScene (vec3 ro, vec3 rd)
{
const float eps = 0.01;
vec4 col4;
vec3 objCol, col, vn;
float dstHit, dstGrnd, dstObj, dstPropel, f;
int idObjT;
vec3 roo = ro;
dstHit = dstFar;
dstGrnd = GrndRay (ro, rd);
wSpan = 12.;
engPos = vec3 (0.35 * wSpan, -0.2, -1.5);
idObj = 0;
dstObj = ObjRay (ro, rd);
idObjT = idObj;
dstPropel = TransObjRay (ro, rd);
if (dstObj < dstPropel) dstPropel = dstFar;
float refFac = 1.;
if (dstGrnd < dstObj && ro.y + dstGrnd * rd.y < 0.) {
float dw = - ro.y / rd.y;
ro += dw * rd;
rd = reflect (rd, WaterNf (ro, dw));
ro += eps * rd;
dstGrnd = GrndRay (ro, rd);
idObj = 0;
dstObj = ObjRay (ro, rd);
idObjT = idObj;
refFac *= 0.6;
}
bool isGrnd = false;
if (dstObj < dstGrnd) {
ro += dstObj * rd;
vn = ObjNf (ro);
idObj = idObjT;
objCol = ObjCol (ro, vn);
if (idObj == 10) objCol = vec3 (0.2) + 0.5 * SkyCol (ro, reflect (rd, vn));
float dif = max (dot (vn, sunDir), 0.);
col = sunCol * objCol * (0.2 * (1. +
max (dot (vn, - normalize (vec3 (sunDir.x, 0., sunDir.z))), 0.)) +
max (0., dif) * ObjSShadow (ro, sunDir) *
(dif + 0.5 * pow (max (0., dot (sunDir, reflect (rd, vn))), 100.)));
dstHit = dstObj;
} else {
vec3 rp = ro + dstGrnd * rd;
if (refFac < 1.) dstHit = length (rp - roo);
else dstHit = dstGrnd;
if (dstHit < dstFar) {
ro = rp;
isGrnd = true;
} else {
col = refFac * SkyCol (ro, rd);
}
}
if (isGrnd) {
vn = GrndNf (ro, dstHit);
col4 = GrndCol (ro, vn);
col = col4.xyz * refFac;
float dif = max (dot (vn, sunDir), 0.);
col *= sunCol * (0.2 * (1. +
max (dot (vn, - normalize (vec3 (sunDir.x, 0., sunDir.z))), 0.)) +
max (0., dif) * GrndSShadow (ro, sunDir) *
(dif + col4.w * pow (max (0., dot (sunDir, reflect (rd, vn))), 100.)));
}
if (dstPropel < dstFar) col = 0.7 * col + 0.1 -
0.04 * SmoothBump (1.5, 1.7, 0.02, length (qHitTransObj.xy));
if (dstHit < dstFar) {
f = dstHit / dstFar;
col = mix (col, refFac * SkyBg (rd), clamp (1.03 * f * f, 0., 1.));
}
col = sqrt (clamp (col, 0., 1.));
return clamp (col, 0., 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = 2. * fragCoord.xy / iResolution.xy - 1.;
vec2 uvs = uv;
uv.x *= iResolution.x / iResolution.y;
trkOffset = vec2 (0.);
float zmFac = 2.7;
tCur = 15. * iGlobalTime + 100. * trkOffset.y;
sunDir = normalize (vec3 (0.9, 1., 0.4));
sunCol = vec3 (1., 0.9, 0.8);
vec3 ro, rd, vd, fpF, fpB, vDir;
szFac = 0.25;
float dt = 1.;
fpF = TrackPath (tCur + dt);
flyerPos = TrackPath (tCur);
fpB = TrackPath (tCur - dt);
vec3 vel = (fpF - fpB) / (2. * dt);
vel.y = 0.;
vec3 acc = (fpF - 2. * flyerPos + fpB) / (dt * dt);
acc.y = 0.;
vec3 va = cross (acc, vel) / length (vel);
float roll = 12. * length (va);
if (va.y < 0.) roll *= -1.;
vDir = normalize (vel);
float cRl = cos (roll);
float sRl = sin (roll);
flyerMat = mat3 (cRl, - sRl, 0., sRl, cRl, 0., 0., 0., 1.) *
mat3 (vDir.z, 0., vDir.x, 0., 1., 0., - vDir.x, 0., vDir.z);
float vuPeriod = 500.;
flyerPos.y = 3. + 1.5 * sin (2.5 * tCur / vuPeriod);
float lookDir = 2. * mod (floor (tCur / vuPeriod), 2.) - 1.;
ro = TrackPath (tCur - 40. * lookDir * (1. -
0.8 * abs (sin (pi * mod (tCur, vuPeriod) / vuPeriod))));
ro.y = 3. + 0.6 * sin (0.16 * tCur / vuPeriod);
vd = flyerPos - ro;
vd.y = 0.;
vd = normalize (lookDir * vDir + 0.3 * normalize (vd));
mat3 scMat = mat3 (vd.z, 0., - vd.x, 0., 1., 0., vd);
rd = scMat * normalize (vec3 (uv, zmFac));
vec3 col = ShowScene (ro, rd);
uvs *= uvs * uvs;
col = mix (vec3 (0.7), col, pow (max (0., 0.95 - length (uvs * uvs * uvs)), 0.3));
fragColor = vec4 (col, 1.);
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
FragmentCoord.y = -FragmentCoord.y;
mainImage(FragColor,FragmentCoord);
}