mirror of
https://github.com/libretro/slang-shaders.git
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231 lines
6.3 KiB
Plaintext
231 lines
6.3 KiB
Plaintext
#version 450
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// Seascape - TDM - 2014-09-26
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// https://www.shadertoy.com/view/Ms2SD1
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// fully-procedural sea surface computing. without textures.
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// Android version: https://play.google.com/store/apps/details?id=com.nature.seascape
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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const vec2 madd = vec2(0.5, 0.5);
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = gl_Position.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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float iGlobalTime = float(global.FrameCount)*0.025;
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vec2 iResolution = global.OutputSize.xy;
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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 = 8;
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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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// 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(0.1,0.19,0.22);
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const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
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#define SEA_TIME (1.0 + iGlobalTime * 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);
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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);
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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 = pow(fresnel,3.0) * 0.65;
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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 += vec3(specular(n,l,eye,60.0));
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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) return tx;
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float hm = map(ori + dir * tm);
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float tmid = 0.0;
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for(int i = 0; i < NUM_STEPS; i++) {
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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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}
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return tmid;
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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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vec2 uv = fragCoord.xy / 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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#ifdef MOUSE
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float time = iGlobalTime * 0.3 + iMouse.x*0.01;
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#else
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float time = iGlobalTime * 0.3 + 0.0 * 0.01;
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#endif
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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) * 0.15;
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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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vec3 color = 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,-0.05,dir.y),0.3));
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// post
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fragColor = vec4(pow(color,vec3(0.75)), 1.0);
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}
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void main(void)
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{
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//just some shit to wrap shadertoy's stuff
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vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
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FragmentCoord.y = -FragmentCoord.y;
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mainImage(FragColor,FragmentCoord);
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}
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