slang-shaders/procedural/leon-smoke-rings.slang

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2018-02-24 01:20:43 +00:00
#version 450
// Smoke Rings - leon - 2017-05-09
// https://www.shadertoy.com/view/4sSyDd
// Experimenting shapes
// training for modeling shapes
// using koltes code as base https://www.shadertoy.com/view/XdByD3
// using iq articles
// using mercury library
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;
#define PI 3.1415926535897932384626433832795
#define TAU 6.283185307179586476925286766559
#define t iGlobalTime
mat2 rz2 (float a) { float c=cos(a), s=sin(a); return mat2(c,s,-s,c); }
float sphere (vec3 p, float r) { return length(p)-r; }
float iso (vec3 p, float r) { return dot(p, normalize(sign(p)))-r; }
float cyl (vec2 p, float r) { return length(p)-r; }
float cube (vec3 p, vec3 r) { return length(max(abs(p)-r,0.)); }
vec2 modA (vec2 p, float count) {
float an = TAU/count;
float a = atan(p.y,p.x)+an*.5;
a = mod(a, an)-an*.5;
return vec2(cos(a),sin(a))*length(p);
}
float smin (float a, float b, float r)
{
float h = clamp(.5+.5*(b-a)/r,0.,1.);
return mix(b, a, h) - r*h*(1.-h);
}
float map (vec3 p)
{
float sph3 = sphere(p, 3.);
p.yz *= rz2(t*.2);
p.xy *= rz2(t*.3);
float d = length(p);
float a = atan(p.y,p.x);
float l = length(p.xy)-2.;
p.xy = vec2(l,a);
float as = PI*0.3;
p.z += sin(a*2.+sin(l*4.))*.5;
float wave1 = sin(p.y*6.)*.5+.5;
float wave2 = .5+.5*sin(p.z*3.+t);
p.x -= sin(p.z*1.+t)*.5;
p.z = mod(p.z+t,as)-as*.5;
float sphR = .2-.1*wave1;
float sphC = .3;
float sphN = 0.2;
float sph1 = sphere(vec3(p.x,mod(sphN*p.y/TAU+t*.1,sphC)-sphC*.5,p.z), sphR);
p.xz *= rz2(p.y*3.);
p.xz = modA(p.xz, 3.);
p.x -= 0.3*wave2;
float cyl1 = cyl(p.xz, 0.02);
float sph2 = sphere(vec3(p.x,mod(p.y*2.-t,1.)-.5,p.z), .1);
return smin(sph1, smin(cyl1,sph2,.2), .2);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord.xy-.5*iResolution.xy)/iResolution.y;
vec3 ro = vec3(uv,-5), rp = vec3(uv,1), mp = ro;
int i = 0;
const int count = 50;
for(;i<count;++i) {
float md = map(mp);
if (md < 0.001) {
break;
}
mp += rp*md*.35;
}
float r = float(i)/float(count);
fragColor = vec4(1);
fragColor *= smoothstep(.0,10.,length(mp-ro));
fragColor *= r;
fragColor = 1. - fragColor;
}
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);
}