slang-shaders/procedural/mudlord-poc.slang

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#version 450
// proof of concept procedural shader
// done for RA Vulkan backend
// written by mudlord.
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 = Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
vec3 rotatex(in vec3 p, float ang) { return vec3(p.x, p.y*cos(ang) - p.z*sin(ang), p.y*sin(ang) + p.z*cos(ang)); }
vec3 rotatey(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.z*sin(ang), p.y, p.x*sin(ang) + p.z*cos(ang)); }
vec3 rotatez(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.y*sin(ang), p.x*sin(ang) + p.y*cos(ang), p.z); }
float scene(vec3 p)
{
float time = float(global.FrameCount)*0.015;
p = rotatex(p, 0.18*time);
p = rotatez(p, 0.20*time);
p = rotatey(p, 0.22*time);
float d0 = length(max(abs(p) - 0.5, 0.0)) - 0.01 + clamp(sin((p.x +p.y + p.z)*20.0)*0.03, 0.0, 1.0);
float d1 = length(p) - 0.5;
return sin(max(d0, -d1));
}
vec3 get_normal(vec3 p)
{
vec3 eps = vec3(0.01, 0.0, 0.0);
float nx = scene(p + eps.xyy) - scene(p - eps.xyy);
float ny = scene(p + eps.yxy) - scene(p - eps.yxy);
float nz = scene(p + eps.yyx) - scene(p - eps.yyx);
return normalize(vec3(nx, ny, nz));
}
void main(void)
{
vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0;
p.x *= global.OutputSize.x / global.OutputSize.y;
vec3 ro = vec3(0.0, 0.0, 1.7);
vec3 rd = normalize(vec3(p.x, p.y, -1.4));
vec3 color = (1.0 - vec3(length(p*0.5)))*0.2;
vec3 pos = ro;
float dist = 0.0;
for (int i = 0; i < 64; i++)
{
float d = scene(pos);
pos += rd*d;
dist += d;
}
if (dist < 100.0)
{
vec3 n = get_normal(pos);
vec3 r = reflect(normalize(pos - ro), n);
vec3 h = -normalize(n + pos - ro);
float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0);
float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0);
float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0);
float spec = pow(clamp(dot(h, normalize(vec3(1, 1, 1))), 0.0, 1.0), 50.0);
float amb = 0.2 + pos.y;
color = diff*vec3(1, 1, 1) + diff2*vec3(1, 0, 0) + diff3*vec3(1, 0, 1) + spec*vec3(1, 1, 1) + amb*vec3(0.2, 0.2, 0.2);
color /= dist;
}
FragColor = vec4(color, 1.0);
}