mirror of
https://github.com/libretro/slang-shaders.git
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196 lines
5.0 KiB
Plaintext
196 lines
5.0 KiB
Plaintext
#version 450
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// Spell Demon's Souls - leon - 2017-10-21
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// https://www.shadertoy.com/view/XljcD1
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// A sketch inspired by Dark Souls. Sometime you can see the twisted souls emerging from the distorted shapes. I could tweak this for days and nights...
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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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#define STEPS 1./50.
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#define VOLUME_BIAS 0.01
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#define MIN_DIST 0.005
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#define STEP_DAMPING .9
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#define PI 3.14159
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#define TAU PI*2.
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// raymarch toolbox
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float rng (vec2 seed) { return fract(sin(dot(seed*.1684,vec2(54.649,321.547)))*450315.); }
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mat2 rot (float a) { float c=cos(a),s=sin(a); return mat2(c,-s,s,c); }
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float sdSphere (vec3 p, float r) { return length(p)-r; }
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float sdCylinder (vec2 p, float r) { return length(p)-r; }
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float sdIso(vec3 p, float r) { return max(0.,dot(p,normalize(sign(p))))-r; }
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float sdBox( vec3 p, vec3 b ) {
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vec3 d = abs(p) - b;
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return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
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}
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float amod (inout vec2 p, float count) {
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float an = TAU/count;
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float a = atan(p.y,p.x)+an/2.;
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float c = floor(a/an);
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a = mod(a,an)-an/2.;
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p.xy = vec2(cos(a),sin(a))*length(p);
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return c;
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}
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float repeat (float v, float c) { return mod(v,c)-c/2.; }
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float smin (float a, float b, float r) {
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float h = clamp(.5+.5*(b-a)/r, 0., 1.);
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return mix(b,a,h)-r*h*(1.-h);
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}
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// geometry for spell
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float tubes (vec3 pos) {
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// cylinder made of 8 tube
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float cylinderRadius = .02; // change shape
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vec3 p = pos;
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p.xz *= rot(p.y*.5); // twist amount
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float c = amod(p.xz, 8.); // amount of tubes
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p.x -= 2.; // tube cylinder radius
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float tube = sdCylinder(p.xz, cylinderRadius);
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// another cylinder made of tubes 16
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p = pos;
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p.xz *= rot(-p.y*.5); // twist amount
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c = amod(p.xz, 16.); // amount of tubes
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p.x -= 2.; // tube cylinder radius
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tube = smin(tube, sdCylinder(p.xz, cylinderRadius), .15);
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return tube;
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}
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// geometry for spell
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float disks (vec3 pos) {
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float radius = 1.5;
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float radiusInner = .57;
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float thin = .01;
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float repeatY = 2.;
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float cellY = floor(pos.y/repeatY);
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float a = atan(pos.z,pos.x)-iGlobalTime*.3+cellY*.1;
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vec3 p = pos;
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p.y += sin(a*6.)*.1;
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p.y = repeat(p.y, repeatY);
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float disk = max(-sdCylinder(p.xz, radiusInner), sdCylinder(p.xz, radius));
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disk = max(abs(p.y)-thin,disk);
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return disk;
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}
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vec3 anim1 (vec3 p) {
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float t = iGlobalTime*.5;
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p.xz *= rot(t);
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p.xy *= rot(t*.7);
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p.yz *= rot(t*.5);
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return p;
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}
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vec3 anim2 (vec3 p) {
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float t = -iGlobalTime*.4;
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p.xz *= rot(t*.9);
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p.xy *= rot(t*.6);
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p.yz *= rot(t*.3);
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return p;
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}
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float map (vec3 pos) {
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float scene = 1000.;
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// ground and ceiling
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#ifdef BUMP
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float bump = texture(iChannel0, pos.xz*.1).r;
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#else
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float bump = 0.0;
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#endif
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float ground = 2. - bump*.1;
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scene = min(scene, pos.y+ground);
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scene = min(scene, -(pos.y-ground));
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// spell geometry 1
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vec3 p = pos;
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p.y += sin(atan(p.z,p.x)*10.)*3.; // change numbers to get new distortion
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p.xz *= rot(p.y*.2-iGlobalTime);
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p = anim1(p);
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p.x = length(p.xyz)-3.;
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scene = smin(scene, tubes(p), .5);
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scene = smin(scene, disks(p), .5);
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// spell geometry 2
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p = pos;
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p.y += sin(atan(p.z,p.x)*3.)*2.; // change numbers to get new distortion
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p = anim2(p);
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p.xz *= rot(p.y+iGlobalTime);
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p.x = length(p.xyz)-3.;
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scene = smin(scene, tubes(p), .3);
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scene = smin(scene, disks(p), .3);
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return scene;
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}
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void camera (inout vec3 p) {
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#ifdef MOUSE
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p.xz *= rot((-PI*(iMouse.x/iResolution.x-.5)));
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#else
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p.xz *= rot((-PI*(0.0/iResolution.x-.5)));
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#endif
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}
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void mainImage( out vec4 color, in vec2 uv )
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{
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uv = (uv.xy-.5*iResolution.xy)/iResolution.y;
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#ifdef MOUSE
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vec2 mouse = iMouse.xy/iResolution.xy;
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#else
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vec2 mouse = 0.0/iResolution.xy;
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#endif
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vec3 eye = vec3(0.,0.,-7.+mouse.y*3.);
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vec3 ray = normalize(vec3(uv,.7));
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camera(eye);
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camera(ray);
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vec3 pos = eye;
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float shade = 0.;
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for (float i = 0.; i <= 1.; i += STEPS) {
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float dist = map(pos);
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if (dist < VOLUME_BIAS) {
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shade += STEPS;
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}
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if (shade >= 1.) break;
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dist *= STEP_DAMPING + .1 * rng(uv+fract(iGlobalTime));
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dist = max(MIN_DIST, dist);
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pos += dist * ray;
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}
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color = vec4(1);
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color.rgb *= shade;
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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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