Merge branch 'master' into julia_set

This commit is contained in:
Ray
2025-08-11 20:26:16 +02:00
committed by GitHub
84 changed files with 1876 additions and 815 deletions

View File

@@ -10,7 +10,7 @@ uniform vec4 color;
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
// it. (0, 0) is the top left, (1, 1) the bottom right corner
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
gl_FragColor = vec4(color.rgb, color.a*(1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
}

View File

@@ -16,9 +16,9 @@ void main()
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100.0, 0.0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
pos += vec2(100.0, 0.0)*sin(period*currentTime);
gl_Position = mvp*vec4(pos.x, pos.y, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
gl_PointSize = 10.0 - 5.0*abs(sin(period*currentTime));
}

View File

@@ -11,7 +11,7 @@ out vec4 finalColor;
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
// it. (0, 0) is the top left, (1, 1) the bottom right corner
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
finalColor = vec4(color.rgb, color.a*(1 - length(gl_PointCoord.xy - vec2(0.5))*2));
}

View File

@@ -16,9 +16,9 @@ void main()
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100, 0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos, 0.0, 1.0);
pos += vec2(100, 0)*sin(period*currentTime);
gl_Position = mvp*vec4(pos, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
gl_PointSize = 10 - 5*abs(sin(period*currentTime));
}

View File

@@ -12,9 +12,9 @@ uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
void main()
{

View File

@@ -23,8 +23,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
float size = stitchingSize;
vec2 cPos = uv * vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos / vec2(size, size));
vec2 cPos = uv*vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos/vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
@@ -38,11 +38,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
}
else
{
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@@ -16,7 +16,7 @@ float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);

View File

@@ -13,9 +13,9 @@ uniform sampler2D gAlbedoSpec;
struct Light {
int enabled;
int type; // Unused in this demo.
int type; // Unused in this demo
vec3 position;
vec3 target; // Unused in this demo.
vec3 target; // Unused in this demo
vec4 color;
};
@@ -38,7 +38,7 @@ void main()
for (int i = 0; i < NR_LIGHTS; ++i)
{
if(lights[i].enabled == 0) continue;
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
@@ -48,7 +48,7 @@ void main()
// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0/(1.0 + LINEAR * distance + QUADRATIC*distance*distance);
float attenuation = 1.0/(1.0 + LINEAR*distance + QUADRATIC*distance*distance);
diffuse *= attenuation;
specular *= attenuation;
ambient += diffuse + specular;

View File

@@ -7,12 +7,12 @@ precision mediump float;
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@@ -38,7 +38,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);

View File

@@ -17,22 +17,22 @@ const float PI = 3.1415926535;
void main()
{
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float apertureHalf = 0.5*aperture*(PI/180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
vec2 xy = 2.0*fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
d = length(xy*maxFactor);
float z = sqrt(1.0 - d*d);
float r = atan(d, z)/PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
uv.x = r*cos(phi) + 0.5;
uv.y = r*sin(phi) + 0.5;
}
else
{

View File

@@ -1,4 +1,5 @@
#version 100
#version 100
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
@@ -11,6 +12,7 @@ uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = gl_FragCoord.z;
gl_FragDepthEXT = gl_FragCoord.z;
}

View File

@@ -1,9 +1,9 @@
#version 100
#version 100
#extension GL_EXT_frag_depth : enable //Extension required for writing depth
#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
@@ -19,21 +19,22 @@ uniform vec2 screenCenter;
#define ZERO 0
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist){
// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist)
{
float local_z = dot(normalize(camDir),rd)*Idist;
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
}
// https://iquilezles.org/articles/distfunctions/
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
// SRC: https://iquilezles.org/articles/distfunctions/
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
{
p.x = abs(p.x);
float l = length(p.xy);
p.xy = mat2(-c.x, c.y,
c.y, c.x)*p.xy;
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
(p.x>0.0)?p.y:l );
(p.x>0.0)?p.y:l);
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
@@ -44,67 +45,70 @@ float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
{
// Six way symetry Transformation
vec3 ap = abs(p);
if(ap.x < max(ap.y, ap.z)){
if(ap.y < ap.z) ap.xz = ap.zx;
if (ap.x < max(ap.y, ap.z)){
if (ap.y < ap.z) ap.xz = ap.zx;
else ap.xy = ap.yx;
}
vec2 q = vec2( length(ap.yz), ap.x );
vec2 q = vec2(length(ap.yz), ap.x);
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
}
// https://iquilezles.org/articles/boxfunctions
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
return vec2(max(max(t1.x, t1.y), t1.z),
min(min(t2.x, t2.y), t2.z));
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
return (d1.x<d2.x) ? d1 : d2;
}
vec2 map( in vec3 pos ){
vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
vec2 map(in vec3 pos)
{
vec2 res = vec2(sdHorseshoe(pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
return res;
}
// https://www.shadertoy.com/view/Xds3zN
vec2 raycast( in vec3 ro, in vec3 rd ){
// SRC: https://www.shadertoy.com/view/Xds3zN
vec2 raycast(in vec3 ro, in vec3 rd)
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// raytrace floor plane
// Raytrace floor plane
float tp1 = (-ro.y)/rd.y;
if( tp1>0.0 )
if (tp1>0.0)
{
tmax = min( tmax, tp1 );
res = vec2( tp1, 1.0 );
tmax = min(tmax, tp1);
res = vec2(tp1, 1.0);
}
float t = tmin;
for( int i=0; i<70 ; i++ )
for (int i=0; i<70 ; i++)
{
if(t>tmax) break;
vec2 h = map( ro+rd*t );
if( abs(h.x)<(0.0001*t) )
if (t>tmax) break;
vec2 h = map(ro+rd*t);
if (abs(h.x) < (0.0001*t))
{
res = vec2(t,h.y);
break;
@@ -117,54 +121,54 @@ vec2 raycast( in vec3 ro, in vec3 rd ){
// https://iquilezles.org/articles/rmshadows
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
float tp = (0.8-ro.y)/rd.y; if (tp>0.0) tmax = min(tmax, tp);
float res = 1.0;
float t = mint;
for( int i=ZERO; i<24; i++ )
for (int i=ZERO; i<24; i++)
{
float h = map( ro + rd*t ).x;
float h = map(ro + rd*t).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min( res, s );
t += clamp( h, 0.01, 0.2 );
if( res<0.004 || t>tmax ) break;
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if (res<0.004 || t>tmax) break;
}
res = clamp( res, 0.0, 1.0 );
res = clamp(res, 0.0, 1.0);
return res*res*(3.0-2.0*res);
}
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
}
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
for (int i=ZERO; i<5; i++)
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map( pos + h*nor ).x;
float d = map(pos + h*nor).x;
occ += (h-d)*sca;
sca *= 0.95;
if( occ>0.35 ) break;
if (occ>0.35) break;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
}
// https://iquilezles.org/articles/checkerfiltering
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@@ -175,7 +179,7 @@ float checkersGradBox( in vec2 p )
}
// https://www.shadertoy.com/view/tdS3DG
vec4 render( in vec3 ro, in vec3 rd)
vec4 render(in vec3 ro, in vec3 rd)
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
@@ -183,37 +187,37 @@ vec4 render( in vec3 ro, in vec3 rd)
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
float m = res.y;
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
float ks = 1.0;
if( m<1.5 )
if (m<1.5)
{
float f = checkersGradBox( 3.0*pos.xz);
float f = checkersGradBox(3.0*pos.xz);
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO( pos, nor );
float occ = calcAO(pos, nor);
vec3 lin = vec3(0.0);
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
vec3 hal = normalize( lig-rd );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
//if( dif>0.0001 )
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
vec3 lig = normalize(vec3(-0.5, 0.4, -0.6));
vec3 hal = normalize(lig-rd);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
//if (dif>0.0001)
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
@@ -222,35 +226,35 @@ vec4 render( in vec3 ro, in vec3 rd)
}
// sky
{
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
float dif = sqrt(clamp(0.5+0.5*nor.y, 0.0, 1.0));
dif *= occ;
float spe = smoothstep( -0.2, 0.2, ref.y );
float spe = smoothstep(-0.2, 0.2, ref.y);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
//if( spe>0.001 )
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0);
//if (spe>0.001)
spe *= calcSoftshadow(pos, ref, 0.02, 2.5);
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dif = clamp(dot(nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = lin;
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
}
return vec4(vec3( clamp(col,0.0,1.0) ),t);
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
@@ -261,11 +265,11 @@ vec3 CalcRayDir(vec2 nCoord){
mat3 setCamera()
{
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize(cross(cw,cp));
vec3 cv = (cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
@@ -275,14 +279,14 @@ void main()
// focal length
float fl = length(camDir);
vec3 rd = ca * normalize( vec3(nCoord,fl) );
vec3 rd = ca*normalize(vec3(nCoord,fl));
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
float depth = gl_FragCoord.z;
{
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
vec4 res = render(camPos - vec3(0.0, 0.0, 0.0) , rd);
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
gl_FragDepthEXT = depth;
gl_FragDepthEXT = depth;
}

View File

@@ -1,19 +1,17 @@
#version 100
precision mediump float;
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 1.0; // Number of times the color palette repeats.
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 1.0; // Number of times the color palette repeats.
// Square a complex number
vec2 ComplexSquare(vec2 z)
@@ -32,22 +30,22 @@ vec3 Hsv2rgb(vec3 c)
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what maxIterations is for.
Then we can divide the iterations by the maxIterations value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
@@ -65,18 +63,18 @@ void main()
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

View File

@@ -40,7 +40,7 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code

View File

@@ -18,5 +18,5 @@ void main()
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
gl_FragColor = texelColor * texelColor2;
gl_FragColor = texelColor*texelColor2;
}

View File

@@ -1,6 +1,4 @@
#version 100
precision mediump float;
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;

View File

@@ -34,21 +34,21 @@ void main()
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
normal = normalize(normal*2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
normal = normalize(normal*TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
vec3 lightDot = lightColor*NdotL;
float specCo = 0.0;
@@ -56,9 +56,9 @@ void main()
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint;
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

View File

@@ -27,15 +27,15 @@ mat3 inverse(mat3 m)
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
@@ -49,21 +49,21 @@ mat3 transpose(mat3 m)
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
@@ -72,5 +72,5 @@ void main()
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -52,7 +52,7 @@ mat3 transpose(mat3 m)
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));

View File

@@ -34,7 +34,7 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
@@ -42,38 +42,38 @@ uniform vec2 resolution;
//------------------------------------------------------------------
float sdPlane( vec3 p )
float sdPlane(vec3 p)
{
return p.y;
}
float sdSphere( vec3 p, float s )
float sdSphere(vec3 p, float s)
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
float sdBox(vec3 p, vec3 b)
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r )
float sdEllipsoid(in vec3 p, in vec3 r)
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
return (length(p/r) - 1.0)*min(min(r.x,r.y),r.z);
}
float udRoundBox( vec3 p, vec3 b, float r )
float udRoundBox(vec3 p, vec3 b, float r)
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( vec3 p, vec2 t )
float sdTorus(vec3 p, vec2 t)
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
return length(vec2(length(p.xz)-t.x,p.y))-t.y;
}
float sdHexPrism( vec3 p, vec2 h )
float sdHexPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
#if 0
@@ -85,24 +85,24 @@ float sdHexPrism( vec3 p, vec2 h )
#endif
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
float sdCapsule(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
return length(pa - ba*h) - r;
}
float sdEquilateralTriangle( in vec2 p )
float sdEquilateralTriangle( in vec2 p)
{
const float k = sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
if (p.x + k*p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y)/2.0;
p.x += 2.0 - 2.0*clamp((p.x+2.0)/2.0, 0.0, 1.0);
return -length(p)*sign(p.y);
}
float sdTriPrism( vec3 p, vec2 h )
float sdTriPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
float d1 = q.z-h.y;
@@ -117,95 +117,95 @@ float sdTriPrism( vec3 p, vec2 h )
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( vec3 p, vec2 h )
float sdCylinder(vec3 p, vec2 h)
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in vec3 p, in vec3 c )
float sdCone(in vec3 p, in vec3 c)
{
vec2 q = vec2( length(p.xz), p.y );
vec2 q = vec2(length(p.xz), p.y);
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
float d2 = max(dot(q,c.xy), q.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
float sdConeSection(in vec3 p, in float h, in float r1, in float r2)
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
float d2 = max(sqrt(dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
float sdPryamid4(vec3 p, vec3 h) // h = { cos a, sin a, height }
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
float box = sdBox(p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z));
float d = 0.0;
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
d = max(d, abs(dot(p, vec3(-h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( 0, h.y, h.x))));
d = max(d, abs(dot(p, vec3( 0, h.y,-h.x))));
float octa = d - h.z;
return max(-box,octa); // Subtraction
}
float length2( vec2 p )
float length2(vec2 p)
{
return sqrt( p.x*p.x + p.y*p.y );
return sqrt(p.x*p.x + p.y*p.y);
}
float length6( vec2 p )
float length6(vec2 p)
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
return pow(p.x + p.y, 1.0/6.0);
}
float length8( vec2 p )
float length8(vec2 p)
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
return pow(p.x + p.y, 1.0/8.0);
}
float sdTorus82( vec3 p, vec2 t )
float sdTorus82(vec3 p, vec2 t)
{
vec2 q = vec2(length2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( vec3 p, vec2 t )
float sdTorus88(vec3 p, vec2 t)
{
vec2 q = vec2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( vec3 p, vec2 h )
float sdCylinder6(vec3 p, vec2 h)
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
return max(length6(p.xz)-h.x, abs(p.y)-h.y);
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
float opS(float d1, float d2)
{
return max(-d2,d1);
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
vec3 opRep(vec3 p, vec3 c)
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
vec3 opTwist(vec3 p)
{
float c = cos(10.0*p.y+10.0);
float s = sin(10.0*p.y+10.0);
@@ -215,110 +215,110 @@ vec3 opTwist( vec3 p )
//------------------------------------------------------------------
vec2 map( in vec3 pos )
vec2 map(in vec3 pos)
{
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
vec2 res = opU(vec2(sdPlane( pos), 1.0),
vec2(sdSphere( pos-vec3(0.0,0.25, 0.0), 0.25), 46.9));
res = opU(res, vec2(sdBox( pos-vec3(1.0,0.25, 0.0), vec3(0.25)), 3.0));
res = opU(res, vec2(udRoundBox( pos-vec3(1.0,0.25, 1.0), vec3(0.15), 0.1), 41.0));
res = opU(res, vec2(sdTorus( pos-vec3(0.0,0.25, 1.0), vec2(0.20,0.05)), 25.0));
res = opU(res, vec2(sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9));
res = opU(res, vec2(sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05)),43.5));
res = opU(res, vec2(sdCylinder( pos-vec3(1.0,0.30,-1.0), vec2(0.1,0.2)), 8.0));
res = opU(res, vec2(sdCone( pos-vec3(0.0,0.50,-1.0), vec3(0.8,0.6,0.3)), 55.0));
res = opU(res, vec2(sdTorus82( pos-vec3(0.0,0.25, 2.0), vec2(0.20,0.05)),50.0));
res = opU(res, vec2(sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05)),43.0));
res = opU(res, vec2(sdCylinder6(pos-vec3(1.0,0.30, 2.0), vec2(0.1,0.2)), 12.0));
res = opU(res, vec2(sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05)),17.0));
res = opU(res, vec2(sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25)),37.0));
res = opU(res, vec2(opS(udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0));
res = opU(res, vec2(opS(sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep(vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0));
res = opU(res, vec2(0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0));
res = opU(res, vec2(0.5*sdTorus(opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7));
res = opU(res, vec2(sdConeSection(pos-vec3(0.0,0.35,-2.0), 0.15, 0.2, 0.1), 13.67));
res = opU(res, vec2(sdEllipsoid(pos-vec3(1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05)), 43.17));
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
vec2 castRay(in vec3 ro, in vec3 rd)
{
float tmin = 0.2;
float tmax = 30.0;
#if 1
// bounding volume
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
float tp1 = (0.0-ro.y)/rd.y; if (tp1>0.0) tmax = min(tmax, tp1);
float tp2 = (1.6-ro.y)/rd.y; if (tp2>0.0) { if (ro.y>1.6) tmin = max(tmin, tp2);
else tmax = min(tmax, tp2); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
for (int i=0; i<64; i++)
{
float precis = 0.0005*t;
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
vec2 res = map(ro+rd*t);
if (res.x<precis || t>tmax) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
if (t>tmax) m=-1.0;
return vec2(t, m);
}
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
for (int i=0; i<16; i++)
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
float h = map(ro + rd*t).x;
res = min(res, 8.0*h/t);
t += clamp(h, 0.02, 0.10);
if (h<0.001 || t>tmax) break;
}
return clamp( res, 0.0, 1.0 );
return clamp(res, 0.0, 1.0);
}
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
/*
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
vec3 eps = vec3(0.0005, 0.0, 0.0);
vec3 nor = vec3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
map(pos+eps.yyx).x - map(pos-eps.yyx).x);
return normalize(nor);
*/
}
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
for (int i=0; i<5; i++)
{
float hr = 0.01 + 0.12*float(i)/4.0;
vec3 aopos = nor * hr + pos;
float dd = map( aopos ).x;
vec3 aopos = nor*hr + pos;
float dd = map(aopos).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
return clamp(1.0 - 3.0*occ, 0.0, 1.0);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@@ -328,43 +328,43 @@ float checkersGradBox( in vec2 p )
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd )
vec3 render(in vec3 ro, in vec3 rd)
{
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
col = 0.45 + 0.35*sin(vec3(0.05,0.08,0.10)*(m-1.0));
if (m<1.5)
{
float f = checkersGradBox( 5.0*pos.xz );
float f = checkersGradBox(5.0*pos.xz);
col = 0.3 + f*vec3(0.1);
}
// lighting
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
vec3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
float occ = calcAO(pos, nor);
vec3 lig = normalize(vec3(cos(-0.4*runTime), sin(0.7*runTime), -0.6));
vec3 hal = normalize(lig-rd);
float amb = clamp(0.5+0.5*nor.y, 0.0, 1.0);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
float bac = clamp(dot(nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
float dom = smoothstep(-0.1, 0.1, ref.y);
float fre = pow(clamp(1.0+dot(nor,rd),0.0,1.0), 2.0);
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
dom *= calcSoftshadow(pos, ref, 0.02, 2.5);
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
(0.04 + 0.96*pow(clamp(1.0+dot(hal,rd),0.0,1.0), 5.0));
vec3 lin = vec3(0.0);
lin += 1.30*dif*vec3(1.00,0.80,0.55);
@@ -375,51 +375,51 @@ vec3 render( in vec3 ro, in vec3 rd )
col = col*lin;
col += 10.00*spe*vec3(1.00,0.90,0.70);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
col = mix(col, vec3(0.8,0.9,1.0), 1.0-exp(-0.0002*t*t*t));
}
return vec3( clamp(col,0.0,1.0) );
return vec3(clamp(col,0.0,1.0));
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
mat3 setCamera(in vec3 ro, in vec3 ta, float cr)
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cu = normalize(cross(cw,cp));
vec3 cv = normalize(cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
{
vec3 tot = vec3(0.0);
#if AA>1
for( int m=0; m<AA; m++ )
for( int n=0; n<AA; n++ )
for (int m=0; m<AA; m++)
for (int n=0; n<AA; n++)
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 o = vec2(float(m),float(n))/float(AA) - 0.5;
vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
#else
vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
#endif
// RAY: Camera is provided from raylib
//vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
//vec3 ro = vec3(-0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x));
vec3 ro = viewEye;
vec3 ta = viewCenter;
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
mat3 ca = setCamera(ro, ta, 0.0);
// ray direction
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
vec3 rd = ca*normalize(vec3(p.xy,2.0));
// render
vec3 col = render( ro, rd );
vec3 col = render(ro, rd);
// gamma
col = pow( col, vec3(0.4545) );
col = pow(col, vec3(0.4545));
tot += col;
#if AA>1
@@ -427,5 +427,5 @@ void main()
tot /= float(AA*AA);
#endif
gl_FragColor = vec4( tot, 1.0 );
gl_FragColor = vec4(tot, 1.0);
}

View File

@@ -1,9 +1,9 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 100
precision mediump float;
// NOTE: SDF by Iñigo Quilez, licensed under MIT License
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

View File

@@ -35,7 +35,7 @@ void main()
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float globalPos = (fragTexCoord.y + offset)*frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
vec4 color = texture2D(texture0, fragTexCoord);

View File

@@ -0,0 +1,86 @@
#version 100
precision mediump float;
// This shader is based on the basic lighting shader
// This only supports one light, which is directional, and it (of course) supports shadows
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
//varying in vec4 fragColor;
varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Input lighting values
uniform vec3 lightDir;
uniform vec4 lightColor;
uniform vec4 ambient;
uniform vec3 viewPos;
// Input shadowmapping values
uniform mat4 lightVP; // Light source view-projection matrix
uniform sampler2D shadowMap;
uniform int shadowMapResolution;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec3 l = -lightDir;
float NdotL = max(dot(normal, l), 0.0);
lightDot += lightColor.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine
specular += specCo;
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
// Shadow calculations
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
vec2 sampleCoords = fragPosLightSpace.xy;
float curDepth = fragPosLightSpace.z;
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
// The solution is adding a small bias to the depth
// In this case, the bias is proportional to the slope of the surface, relative to the light
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
int shadowCounter = 0;
const int numSamples = 9;
// PCF (percentage-closer filtering) algorithm:
// Instead of testing if just one point is closer to the current point,
// we test the surrounding points as well
// This blurs shadow edges, hiding aliasing artifacts
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
for (int x = -1; x <= 1; x++)
{
for (int y = -1; y <= 1; y++)
{
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
if (curDepth - bias > sampleDepth) shadowCounter++;
}
}
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
// Add ambient lighting whether in shadow or not
finalColor += texelColor*(ambient/10.0)*colDiffuse;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
gl_FragColor = finalColor;
}

View File

@@ -0,0 +1,32 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add your custom variables here
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -20,10 +20,10 @@ void main()
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);

View File

@@ -6,7 +6,6 @@ precision mediump float;
varying vec2 fragTexCoord;
varying float height;
void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);

View File

@@ -23,23 +23,23 @@ varying float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x*0.1), cos(time + vertexPosition.z*0.1))*0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
animatedTexCoord = animatedTexCoord*0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r*7.0; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
height = displacedPosition.y*0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp * vec4(displacedPosition, 1.0);
gl_Position = mvp*vec4(displacedPosition, 1.0);
}

View File

@@ -11,9 +11,7 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float seconds;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
@@ -22,15 +20,15 @@ uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}

View File

@@ -1,6 +1,7 @@
#version 100
#version 100
#extension GL_EXT_frag_depth : enable
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
precision mediump float;
varying vec2 fragTexCoord;
varying vec4 fragColor;

View File

@@ -0,0 +1,24 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
uniform float divider;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
float x = fract(fragTexCoord.s);
float final = smoothstep(divider - 0.1, divider + 0.1, x);
gl_FragColor = mix(texelColor0, texelColor1, final);
}

View File

@@ -21,8 +21,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
float size = stitchingSize;
vec2 cPos = uv * vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos / vec2(size, size));
vec2 cPos = uv*vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos/vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
@@ -36,11 +36,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
}
else
{
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@@ -0,0 +1,58 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Custom variables
const float PI = 3.14159265358979323846;
uniform float uTime;
float divisions = 5.0;
float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
// Rotate vector by angle
v -= 0.5;
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
v += 0.5;
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
float top = step(roundSize, st.y);
float bottom = step(roundSize, 1.0 - st.y);
float right = step(roundSize, 1.0 - st.x);
return (left*bottom*right*top)*fill;
}
void main()
{
vec2 fragPos = fragTexCoord;
fragPos.xy += uTime/9.0;
fragPos *= divisions;
vec2 ipos = floor(fragPos); // Get the integer coords
vec2 fpos = fract(fragPos); // Get the fractional coords
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);
gl_FragColor = vec4(color, alpha);
}

View File

@@ -0,0 +1,57 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
struct Light {
int enabled;
int type; // Unused in this demo
vec3 position;
vec3 target; // Unused in this demo
vec4 color;
};
const int NR_LIGHTS = 4;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPosition;
const float QUADRATIC = 0.032;
const float LINEAR = 0.09;
void main()
{
vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb;
vec3 normal = texture2D(gNormal, fragTexCoord).rgb;
vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb;
float specular = texture2D(gAlbedoSpec, fragTexCoord).a;
vec3 ambient = albedo*vec3(0.1);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for (int i = 0; i < NR_LIGHTS; ++i)
{
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
vec3 specular = specular*spec*lights[i].color.xyz;
// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0/(1.0 + LINEAR*distance + QUADRATIC*distance*distance);
diffuse *= attenuation;
specular *= attenuation;
ambient += diffuse + specular;
}
gl_FragColor = vec4(ambient, 1.0);
}

View File

@@ -0,0 +1,16 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
void main()
{
fragTexCoord = vertexTexCoord;
// Calculate final vertex position
gl_Position = vec4(vertexPosition, 1.0);
}

View File

@@ -0,0 +1,58 @@
#version 120
/*************************************************************************************
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
***************************************************************************************/
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Make a nice spectrum of colors based on counter and maxSize
vec4 Colorizer(float counter, float maxSize)
{
float red = 0.0, green = 0.0, blue = 0.0;
float normsize = counter/maxSize;
red = smoothstep(0.3, 0.7, normsize);
green = sin(3.14159*normsize);
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
}
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);
//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
//else
{
//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
// Tested on RPI, it seems loops are limited around 60 iteractions
for (int i = 2; i < 48; i++)
{
if ((value - float(i)*floor(value/float(i))) <= 0.0)
{
gl_FragColor = Colorizer(float(i), scale);
//break; // Uncomment to color by the largest factor instead
}
}
}
}

View File

@@ -15,22 +15,22 @@ const float PI = 3.1415926535;
void main()
{
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float apertureHalf = 0.5*aperture*(PI/180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
vec2 xy = 2.0*fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
d = length(xy*maxFactor);
float z = sqrt(1.0 - d*d);
float r = atan(d, z)/PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
uv.x = r*cos(phi) + 0.5;
uv.y = r*sin(phi) + 0.5;
}
else
{

View File

@@ -0,0 +1,34 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;
// TODO: Is there some alternative for GLSL100
//layout (location = 0) out vec3 gPosition;
//layout (location = 1) out vec3 gNormal;
//layout (location = 2) out vec4 gAlbedoSpec;
//uniform vec3 gPosition;
//uniform vec3 gNormal;
//uniform vec4 gAlbedoSpec;
// Input uniform values
uniform sampler2D texture0; // Diffuse texture
uniform sampler2D specularTexture;
void main()
{
// Store the fragment position vector in the first gbuffer texture
//gPosition = fragPosition;
// Store the per-fragment normals into the gbuffer
//gNormal = normalize(fragNormal);
// Store the diffuse per-fragment color
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
// Store specular intensity in gAlbedoSpec's alpha component
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
}

View File

@@ -0,0 +1,60 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 matModel;
uniform mat4 matView;
uniform mat4 matProjection;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Calculate vertex attributes for fragment shader
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix*vertexNormal;
// Calculate final vertex position
gl_Position = matProjection*matView*worldPos;
}

View File

@@ -0,0 +1,17 @@
#version 120
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = gl_FragCoord.z;
}

View File

@@ -0,0 +1,291 @@
#version 120
#extension GL_EXT_frag_depth : enable //Extension required for writing depth
#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Custom Input Uniform
uniform vec3 camPos;
uniform vec3 camDir;
uniform vec2 screenCenter;
#define ZERO 0
// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist)
{
float local_z = dot(normalize(camDir),rd)*Idist;
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
}
// SRC: https://iquilezles.org/articles/distfunctions/
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
{
p.x = abs(p.x);
float l = length(p.xy);
p.xy = mat2(-c.x, c.y,
c.y, c.x)*p.xy;
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
(p.x>0.0)?p.y:l);
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
vec2 d = abs(q) - w;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
{
// Six way symetry Transformation
vec3 ap = abs(p);
if (ap.x < max(ap.y, ap.z)){
if (ap.y < ap.z) ap.xz = ap.zx;
else ap.xy = ap.yx;
}
vec2 q = vec2(length(ap.yz), ap.x);
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
}
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2(max(max(t1.x, t1.y), t1.z),
min(min(t2.x, t2.y), t2.z));
}
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
}
vec2 map(in vec3 pos)
{
vec2 res = vec2(sdHorseshoe(pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
return res;
}
// SRC: https://www.shadertoy.com/view/Xds3zN
vec2 raycast(in vec3 ro, in vec3 rd)
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// Raytrace floor plane
float tp1 = (-ro.y)/rd.y;
if (tp1>0.0)
{
tmax = min(tmax, tp1);
res = vec2(tp1, 1.0);
}
float t = tmin;
for (int i=0; i<70 ; i++)
{
if (t>tmax) break;
vec2 h = map(ro+rd*t);
if (abs(h.x) < (0.0001*t))
{
res = vec2(t,h.y);
break;
}
t += h.x;
}
return res;
}
// https://iquilezles.org/articles/rmshadows
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if (tp>0.0) tmax = min(tmax, tp);
float res = 1.0;
float t = mint;
for (int i=ZERO; i<24; i++)
{
float h = map(ro + rd*t).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if (res<0.004 || t>tmax) break;
}
res = clamp(res, 0.0, 1.0);
return res*res*(3.0-2.0*res);
}
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0, -1.0)*0.5773*0.0005;
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
}
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float sca = 1.0;
for (int i=ZERO; i<5; i++)
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map(pos + h*nor).x;
occ += (h-d)*sca;
sca *= 0.95;
if (occ>0.35) break;
}
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
}
// https://iquilezles.org/articles/checkerfiltering
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
// analytical integral (box filter)
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
}
// https://www.shadertoy.com/view/tdS3DG
vec4 render(in vec3 ro, in vec3 rd)
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
float ks = 1.0;
if (m<1.5)
{
float f = checkersGradBox(3.0*pos.xz);
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO(pos, nor);
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize(vec3(-0.5, 0.4, -0.6));
vec3 hal = normalize(lig-rd);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
//if (dif>0.0001)
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
}
// sky
{
float dif = sqrt(clamp(0.5+0.5*nor.y, 0.0, 1.0));
dif *= occ;
float spe = smoothstep(-0.2, 0.2, ref.y);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0);
//if (spe>0.001)
spe *= calcSoftshadow(pos, ref, 0.02, 2.5);
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp(dot(nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
}
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
vec3 vertical = normalize(cross(horizontal,camDir));
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
}
mat3 setCamera()
{
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize(cross(cw,cp));
vec3 cv = (cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
{
vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
mat3 ca = setCamera();
// focal length
float fl = length(camDir);
vec3 rd = ca*normalize(vec3(nCoord,fl));
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
float depth = gl_FragCoord.z;
{
vec4 res = render(camPos - vec3(0.0, 0.0, 0.0) , rd);
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
gl_FragDepthEXT = depth;
}

View File

@@ -10,8 +10,8 @@ uniform float zoom; // Zoom of the scale.
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 1.0; // Number of times the color palette repeats.
const int maxIterations = 255; // Max iterations to do
const float colorCycles = 1.0; // Number of times the color palette repeats
// Square a complex number
vec2 ComplexSquare(vec2 z)
@@ -30,22 +30,22 @@ vec3 Hsv2rgb(vec3 c)
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what maxIterations is for.
Then we can divide the iterations by the maxIterations value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
@@ -63,18 +63,18 @@ void main()
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

View File

@@ -38,7 +38,7 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code

View File

@@ -0,0 +1,36 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
attribute mat4 instanceTransform;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add your custom variables here
void main()
{
// Compute MVP for current instance
mat4 mvpi = mvp*instanceTransform;
// Send vertex attributes to fragment shader
fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
}

View File

@@ -16,5 +16,5 @@ void main()
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec4 texelColor2 = texture2D(texture1, fragTexCoord2);
gl_FragColor = texelColor * texelColor2;
gl_FragColor = texelColor*texelColor2;
}

View File

@@ -0,0 +1,22 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add your custom variables here
void main()
{
vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
if (maskColour.r < 0.25) discard;
vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
gl_FragColor = texelColor*maskColour;
}

View File

@@ -32,21 +32,21 @@ void main()
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
normal = normalize(normal*2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
normal = normalize(normal*TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
vec3 lightDot = lightColor*NdotL;
float specCo = 0.0;
@@ -54,9 +54,9 @@ void main()
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint;
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

View File

@@ -27,15 +27,15 @@ mat3 inverse(mat3 m)
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
@@ -49,21 +49,21 @@ mat3 transpose(mat3 m)
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
@@ -72,5 +72,5 @@ void main()
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -0,0 +1,32 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec2 textureSize;
uniform float outlineSize;
uniform vec4 outlineColor;
void main()
{
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
vec2 texelScale = vec2(0.0);
texelScale.x = outlineSize/textureSize.x;
texelScale.y = outlineSize/textureSize.y;
// We sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners = vec4(0.0);
corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 color = mix(vec4(0.0), outlineColor, outline);
gl_FragColor = mix(color, texel, texel.a);
}

View File

@@ -13,15 +13,15 @@ uniform ivec3 palette[colors];
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
int index = int(texelColor.r * 255.0);
// to the palette index by scaling up from [0, 1] to [0, 255]
int index = int(texelColor.r*255.0);
ivec3 color = palette[index];
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
gl_FragColor = vec4(color / 255.0, texelColor.a);
// for OpenGL to work
gl_FragColor = vec4(color/255.0, texelColor.a);
}

View File

@@ -52,7 +52,7 @@ mat3 transpose(mat3 m)
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));

View File

@@ -30,7 +30,7 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
@@ -38,38 +38,38 @@ uniform vec2 resolution;
//------------------------------------------------------------------
float sdPlane( vec3 p )
float sdPlane(vec3 p)
{
return p.y;
}
float sdSphere( vec3 p, float s )
float sdSphere(vec3 p, float s)
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
float sdBox(vec3 p, vec3 b)
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r )
float sdEllipsoid(in vec3 p, in vec3 r)
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
return (length(p/r) - 1.0)*min(min(r.x,r.y),r.z);
}
float udRoundBox( vec3 p, vec3 b, float r )
float udRoundBox(vec3 p, vec3 b, float r)
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( vec3 p, vec2 t )
float sdTorus(vec3 p, vec2 t)
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
return length(vec2(length(p.xz)-t.x,p.y))-t.y;
}
float sdHexPrism( vec3 p, vec2 h )
float sdHexPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
#if 0
@@ -81,24 +81,24 @@ float sdHexPrism( vec3 p, vec2 h )
#endif
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
float sdCapsule(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
return length(pa - ba*h) - r;
}
float sdEquilateralTriangle( in vec2 p )
float sdEquilateralTriangle( in vec2 p)
{
const float k = sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
if (p.x + k*p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y)/2.0;
p.x += 2.0 - 2.0*clamp((p.x+2.0)/2.0, 0.0, 1.0);
return -length(p)*sign(p.y);
}
float sdTriPrism( vec3 p, vec2 h )
float sdTriPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
float d1 = q.z-h.y;
@@ -113,95 +113,95 @@ float sdTriPrism( vec3 p, vec2 h )
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( vec3 p, vec2 h )
float sdCylinder(vec3 p, vec2 h)
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in vec3 p, in vec3 c )
float sdCone(in vec3 p, in vec3 c)
{
vec2 q = vec2( length(p.xz), p.y );
vec2 q = vec2(length(p.xz), p.y);
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
float d2 = max(dot(q,c.xy), q.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
float sdConeSection(in vec3 p, in float h, in float r1, in float r2)
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
float d2 = max(sqrt(dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
float sdPryamid4(vec3 p, vec3 h) // h = { cos a, sin a, height }
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
float box = sdBox(p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z));
float d = 0.0;
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
d = max(d, abs(dot(p, vec3(-h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( 0, h.y, h.x))));
d = max(d, abs(dot(p, vec3( 0, h.y,-h.x))));
float octa = d - h.z;
return max(-box,octa); // Subtraction
}
float length2( vec2 p )
float length2(vec2 p)
{
return sqrt( p.x*p.x + p.y*p.y );
return sqrt(p.x*p.x + p.y*p.y);
}
float length6( vec2 p )
float length6(vec2 p)
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
return pow(p.x + p.y, 1.0/6.0);
}
float length8( vec2 p )
float length8(vec2 p)
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
return pow(p.x + p.y, 1.0/8.0);
}
float sdTorus82( vec3 p, vec2 t )
float sdTorus82(vec3 p, vec2 t)
{
vec2 q = vec2(length2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( vec3 p, vec2 t )
float sdTorus88(vec3 p, vec2 t)
{
vec2 q = vec2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( vec3 p, vec2 h )
float sdCylinder6(vec3 p, vec2 h)
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
return max(length6(p.xz)-h.x, abs(p.y)-h.y);
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
float opS(float d1, float d2)
{
return max(-d2,d1);
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
vec3 opRep(vec3 p, vec3 c)
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
vec3 opTwist(vec3 p)
{
float c = cos(10.0*p.y+10.0);
float s = sin(10.0*p.y+10.0);
@@ -211,110 +211,110 @@ vec3 opTwist( vec3 p )
//------------------------------------------------------------------
vec2 map( in vec3 pos )
vec2 map(in vec3 pos)
{
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
vec2 res = opU(vec2(sdPlane( pos), 1.0),
vec2(sdSphere( pos-vec3(0.0,0.25, 0.0), 0.25), 46.9));
res = opU(res, vec2(sdBox( pos-vec3(1.0,0.25, 0.0), vec3(0.25)), 3.0));
res = opU(res, vec2(udRoundBox( pos-vec3(1.0,0.25, 1.0), vec3(0.15), 0.1), 41.0));
res = opU(res, vec2(sdTorus( pos-vec3(0.0,0.25, 1.0), vec2(0.20,0.05)), 25.0));
res = opU(res, vec2(sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9));
res = opU(res, vec2(sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05)),43.5));
res = opU(res, vec2(sdCylinder( pos-vec3(1.0,0.30,-1.0), vec2(0.1,0.2)), 8.0));
res = opU(res, vec2(sdCone( pos-vec3(0.0,0.50,-1.0), vec3(0.8,0.6,0.3)), 55.0));
res = opU(res, vec2(sdTorus82( pos-vec3(0.0,0.25, 2.0), vec2(0.20,0.05)),50.0));
res = opU(res, vec2(sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05)),43.0));
res = opU(res, vec2(sdCylinder6(pos-vec3(1.0,0.30, 2.0), vec2(0.1,0.2)), 12.0));
res = opU(res, vec2(sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05)),17.0));
res = opU(res, vec2(sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25)),37.0));
res = opU(res, vec2(opS(udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0));
res = opU(res, vec2(opS(sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep(vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0));
res = opU(res, vec2(0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0));
res = opU(res, vec2(0.5*sdTorus(opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7));
res = opU(res, vec2(sdConeSection(pos-vec3(0.0,0.35,-2.0), 0.15, 0.2, 0.1), 13.67));
res = opU(res, vec2(sdEllipsoid(pos-vec3(1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05)), 43.17));
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
vec2 castRay(in vec3 ro, in vec3 rd)
{
float tmin = 0.2;
float tmax = 30.0;
#if 1
// bounding volume
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
float tp1 = (0.0-ro.y)/rd.y; if (tp1>0.0) tmax = min(tmax, tp1);
float tp2 = (1.6-ro.y)/rd.y; if (tp2>0.0) { if (ro.y>1.6) tmin = max(tmin, tp2);
else tmax = min(tmax, tp2); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
for (int i=0; i<64; i++)
{
float precis = 0.0005*t;
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
vec2 res = map(ro+rd*t);
if (res.x<precis || t>tmax) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
if (t>tmax) m=-1.0;
return vec2(t, m);
}
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
for (int i=0; i<16; i++)
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
float h = map(ro + rd*t).x;
res = min(res, 8.0*h/t);
t += clamp(h, 0.02, 0.10);
if (h<0.001 || t>tmax) break;
}
return clamp( res, 0.0, 1.0 );
return clamp(res, 0.0, 1.0);
}
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
/*
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
vec3 eps = vec3(0.0005, 0.0, 0.0);
vec3 nor = vec3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
map(pos+eps.yyx).x - map(pos-eps.yyx).x);
return normalize(nor);
*/
}
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
for (int i=0; i<5; i++)
{
float hr = 0.01 + 0.12*float(i)/4.0;
vec3 aopos = nor * hr + pos;
float dd = map( aopos ).x;
vec3 aopos = nor*hr + pos;
float dd = map(aopos).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
return clamp(1.0 - 3.0*occ, 0.0, 1.0);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@@ -324,43 +324,43 @@ float checkersGradBox( in vec2 p )
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd )
vec3 render(in vec3 ro, in vec3 rd)
{
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
col = 0.45 + 0.35*sin(vec3(0.05,0.08,0.10)*(m-1.0));
if (m<1.5)
{
float f = checkersGradBox( 5.0*pos.xz );
float f = checkersGradBox(5.0*pos.xz);
col = 0.3 + f*vec3(0.1);
}
// lighting
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
vec3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
float occ = calcAO(pos, nor);
vec3 lig = normalize(vec3(cos(-0.4*runTime), sin(0.7*runTime), -0.6));
vec3 hal = normalize(lig-rd);
float amb = clamp(0.5+0.5*nor.y, 0.0, 1.0);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
float bac = clamp(dot(nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
float dom = smoothstep(-0.1, 0.1, ref.y);
float fre = pow(clamp(1.0+dot(nor,rd),0.0,1.0), 2.0);
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
dom *= calcSoftshadow(pos, ref, 0.02, 2.5);
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
(0.04 + 0.96*pow(clamp(1.0+dot(hal,rd),0.0,1.0), 5.0));
vec3 lin = vec3(0.0);
lin += 1.30*dif*vec3(1.00,0.80,0.55);
@@ -371,51 +371,51 @@ vec3 render( in vec3 ro, in vec3 rd )
col = col*lin;
col += 10.00*spe*vec3(1.00,0.90,0.70);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
col = mix(col, vec3(0.8,0.9,1.0), 1.0-exp(-0.0002*t*t*t));
}
return vec3( clamp(col,0.0,1.0) );
return vec3(clamp(col,0.0,1.0));
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
mat3 setCamera(in vec3 ro, in vec3 ta, float cr)
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cu = normalize(cross(cw,cp));
vec3 cv = normalize(cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
{
vec3 tot = vec3(0.0);
#if AA>1
for( int m=0; m<AA; m++ )
for( int n=0; n<AA; n++ )
for (int m=0; m<AA; m++)
for (int n=0; n<AA; n++)
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 o = vec2(float(m),float(n))/float(AA) - 0.5;
vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
#else
vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
#endif
// RAY: Camera is provided from raylib
//vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
//vec3 ro = vec3(-0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x));
vec3 ro = viewEye;
vec3 ta = viewCenter;
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
mat3 ca = setCamera(ro, ta, 0.0);
// ray direction
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
vec3 rd = ca*normalize(vec3(p.xy,2.0));
// render
vec3 col = render( ro, rd );
vec3 col = render(ro, rd);
// gamma
col = pow( col, vec3(0.4545) );
col = pow(col, vec3(0.4545));
tot += col;
#if AA>1
@@ -423,5 +423,5 @@ void main()
tot /= float(AA*AA);
#endif
gl_FragColor = vec4( tot, 1.0 );
gl_FragColor = vec4(tot, 1.0);
}

View File

@@ -0,0 +1,37 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord; // Texture coordinates (sampler2D)
varying vec4 fragColor; // Tint color
// Uniform inputs
uniform vec2 resolution; // Viewport resolution (in pixels)
uniform vec2 mouse; // Mouse pixel xy coordinates
uniform float time; // Total run time (in secods)
// Draw circle
vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
{
float d = length(position - fragCoord) - radius;
float t = clamp(d, 0.0, 1.0);
return vec4(color, 1.0 - t);
}
void main()
{
vec2 fragCoord = gl_FragCoord.xy;
vec2 position = vec2(mouse.x, resolution.y - mouse.y);
float radius = 40.0;
// Draw background layer
vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
// Draw circle layer
vec3 color = vec3(0.9, 0.16, 0.21);
vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
// Blend the two layers
gl_FragColor = mix(layer1, layer2, layer2.a);
}

View File

@@ -1,7 +1,7 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 120
// NOTE: SDF by Iñigo Quilez, licensed under MIT License
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

View File

@@ -33,7 +33,7 @@ void main()
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float globalPos = (fragTexCoord.y + offset)*frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
vec4 color = texture2D(texture0, fragTexCoord);

View File

@@ -52,7 +52,7 @@ void main()
vec2 sampleCoords = fragPosLightSpace.xy;
float curDepth = fragPosLightSpace.z;
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
// The solution is adding a small bias to the depth
// In this case, the bias is proportional to the slope of the surface, relative to the light
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
@@ -61,8 +61,8 @@ void main()
// PCF (percentage-closer filtering) algorithm:
// Instead of testing if just one point is closer to the current point,
// we test the surrounding points as well.
// This blurs shadow edges, hiding aliasing artifacts.
// we test the surrounding points as well
// This blurs shadow edges, hiding aliasing artifacts
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
for (int x = -1; x <= 1; x++)
{

View File

@@ -18,10 +18,10 @@ void main()
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);

View File

@@ -0,0 +1,75 @@
#version 120
#define MAX_SPOTS 3
struct Spot {
vec2 pos; // window coords of spot
float inner; // inner fully transparent centre radius
float radius; // alpha fades out to this radius
};
uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
uniform float screenWidth; // Width of the screen
void main()
{
float alpha = 1.0;
// Get the position of the current fragment (screen coordinates!)
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
// Find out which spotlight is nearest
float d = 65000.0; // some high value
int fi = -1; // found index
for (int i = 0; i < MAX_SPOTS; i++)
{
for (int j = 0; j < MAX_SPOTS; j++)
{
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj)
{
d = dj;
fi = i;
}
}
}
// d now equals distance to nearest spot...
// allowing for the different radii of all spotlights
if (fi == 0)
{
if (d > spots[0].radius) alpha = 1.0;
else
{
if (d < spots[0].inner) alpha = 0.0;
else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
}
}
else if (fi == 1)
{
if (d > spots[1].radius) alpha = 1.0;
else
{
if (d < spots[1].inner) alpha = 0.0;
else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
}
}
else if (fi == 2)
{
if (d > spots[2].radius) alpha = 1.0;
else
{
if (d < spots[2].inner) alpha = 0.0;
else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
}
}
// Right hand side of screen is dimly lit,
// could make the threshold value user definable
if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
// could make the black out colour user definable...
gl_FragColor = vec4(0, 0, 0, alpha);
}

View File

@@ -0,0 +1,19 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
uniform vec2 tiling;
void main()
{
vec2 texCoord = fragTexCoord*tiling;
gl_FragColor = texture2D(texture0, texCoord)*colDiffuse;
}

View File

@@ -0,0 +1,15 @@
#version 120
// Input vertex attributes (from fragment shader)
varying vec2 fragTexCoord;
varying float height;
void main()
{
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
// Interpolate between two colors based on height
vec4 finalColor = mix(darkblue, lightblue, height);
gl_FragColor = finalColor;
}

View File

@@ -0,0 +1,43 @@
#version 120
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform float time;
uniform sampler2D perlinNoiseMap;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x*0.1), cos(time + vertexPosition.z*0.1))*0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord*0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r*7.0; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
height = displacedPosition.y*0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition, 1.0);
}

View File

@@ -0,0 +1,32 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float seconds;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}

View File

@@ -0,0 +1,17 @@
#version 100
#extension GL_EXT_frag_depth : enable
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
}

View File

@@ -25,8 +25,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
float size = stitchingSize;
vec2 cPos = uv * vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos / vec2(size, size));
vec2 cPos = uv*vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos/vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
@@ -40,11 +40,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
}
else
{
if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

View File

@@ -17,7 +17,7 @@ float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);

View File

@@ -10,9 +10,9 @@ uniform sampler2D gAlbedoSpec;
struct Light {
int enabled;
int type; // Unused in this demo.
int type; // Unused in this demo
vec3 position;
vec3 target; // Unused in this demo.
vec3 target; // Unused in this demo
vec4 color;
};
@@ -29,22 +29,22 @@ void main() {
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
float specular = texture(gAlbedoSpec, texCoord).a;
vec3 ambient = albedo * vec3(0.1f);
vec3 ambient = albedo*vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for(int i = 0; i < NR_LIGHTS; ++i)
for (int i = 0; i < NR_LIGHTS; ++i)
{
if(lights[i].enabled == 0) continue;
if (lights[i].enabled == 0) continue;
vec3 lightDirection = lights[i].position - fragPosition;
vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;
vec3 diffuse = max(dot(normal, lightDirection), 0.0)*albedo*lights[i].color.xyz;
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
vec3 specular = specular * spec * lights[i].color.xyz;
vec3 specular = specular*spec*lights[i].color.xyz;
// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance);
float attenuation = 1.0/(1.0 + LINEAR*distance + QUADRATIC*distance*distance);
diffuse *= attenuation;
specular *= attenuation;
ambient += diffuse + specular;

View File

@@ -5,12 +5,12 @@
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divides our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@@ -39,7 +39,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid, change this variable to make a smaller or larger grid
int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);

View File

@@ -14,22 +14,22 @@ const float PI = 3.1415926535;
void main()
{
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float apertureHalf = 0.5*aperture*(PI/180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
vec2 xy = 2.0*fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
d = length(xy*maxFactor);
float z = sqrt(1.0 - d*d);
float r = atan(d, z)/PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
uv.x = r*cos(phi) + 0.5;
uv.y = r*sin(phi) + 0.5;
}
else
{

View File

@@ -13,12 +13,12 @@ uniform mat4 matProjection;
void main()
{
vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
fragPosition = worldPos.xyz;
fragTexCoord = vertexTexCoord;
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
fragNormal = normalMatrix * vertexNormal;
fragNormal = normalMatrix*vertexNormal;
gl_Position = matProjection * matView * worldPos;
gl_Position = matProjection*matView*worldPos;
}

View File

@@ -18,5 +18,5 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = gl_FragCoord.z;
gl_FragDepth = gl_FragCoord.z;
}

View File

@@ -22,14 +22,14 @@ float CalcDepth(in vec3 rd, in float Idist){
}
// https://iquilezles.org/articles/distfunctions/
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
{
p.x = abs(p.x);
float l = length(p.xy);
p.xy = mat2(-c.x, c.y,
c.y, c.x)*p.xy;
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
(p.x>0.0)?p.y:l );
(p.x>0.0)?p.y:l);
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
@@ -40,48 +40,48 @@ float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
{
// Six way symetry Transformation
vec3 ap = abs(p);
if(ap.x < max(ap.y, ap.z)){
if(ap.y < ap.z) ap.xz = ap.zx;
if (ap.x < max(ap.y, ap.z)){
if (ap.y < ap.z) ap.xz = ap.zx;
else ap.xy = ap.yx;
}
vec2 q = vec2( length(ap.yz), ap.x );
vec2 q = vec2(length(ap.yz), ap.x);
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
abs(length(q)-r)) - t;
}
// https://iquilezles.org/articles/boxfunctions
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
return vec2(max(max(t1.x, t1.y), t1.z),
min(min(t2.x, t2.y), t2.z));
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
return (d1.x<d2.x) ? d1 : d2;
}
vec2 map( in vec3 pos ){
vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
vec2 map(in vec3 pos){
vec2 res = vec2(sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
res = opU(res, vec2(sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
return res;
}
// https://www.shadertoy.com/view/Xds3zN
vec2 raycast( in vec3 ro, in vec3 rd ){
vec2 raycast(in vec3 ro, in vec3 rd){
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
@@ -89,18 +89,18 @@ vec2 raycast( in vec3 ro, in vec3 rd ){
// raytrace floor plane
float tp1 = (-ro.y)/rd.y;
if( tp1>0.0 )
if (tp1>0.0)
{
tmax = min( tmax, tp1 );
res = vec2( tp1, 1.0 );
tmax = min(tmax, tp1);
res = vec2(tp1, 1.0);
}
float t = tmin;
for( int i=0; i<70 ; i++ )
for (int i=0; i<70 ; i++)
{
if(t>tmax) break;
vec2 h = map( ro+rd*t );
if( abs(h.x)<(0.0001*t) )
if (t>tmax) break;
vec2 h = map(ro+rd*t);
if (abs(h.x)<(0.0001*t))
{
res = vec2(t,h.y);
break;
@@ -113,54 +113,54 @@ vec2 raycast( in vec3 ro, in vec3 rd ){
// https://iquilezles.org/articles/rmshadows
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
float tp = (0.8-ro.y)/rd.y; if (tp>0.0) tmax = min(tmax, tp);
float res = 1.0;
float t = mint;
for( int i=ZERO; i<24; i++ )
for (int i=ZERO; i<24; i++)
{
float h = map( ro + rd*t ).x;
float h = map(ro + rd*t).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min( res, s );
t += clamp( h, 0.01, 0.2 );
if( res<0.004 || t>tmax ) break;
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if (res<0.004 || t>tmax) break;
}
res = clamp( res, 0.0, 1.0 );
res = clamp(res, 0.0, 1.0);
return res*res*(3.0-2.0*res);
}
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
vec2 e = vec2(1.0, -1.0)*0.5773*0.0005;
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
}
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
for (int i=ZERO; i<5; i++)
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map( pos + h*nor ).x;
float d = map(pos + h*nor).x;
occ += (h-d)*sca;
sca *= 0.95;
if( occ>0.35 ) break;
if (occ>0.35) break;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
}
// https://iquilezles.org/articles/checkerfiltering
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@@ -171,7 +171,7 @@ float checkersGradBox( in vec2 p )
}
// https://www.shadertoy.com/view/tdS3DG
vec4 render( in vec3 ro, in vec3 rd)
vec4 render(in vec3 ro, in vec3 rd)
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
@@ -179,37 +179,37 @@ vec4 render( in vec3 ro, in vec3 rd)
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
float m = res.y;
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
float ks = 1.0;
if( m<1.5 )
if (m<1.5)
{
float f = checkersGradBox( 3.0*pos.xz);
float f = checkersGradBox(3.0*pos.xz);
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO( pos, nor );
float occ = calcAO(pos, nor);
vec3 lin = vec3(0.0);
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
vec3 hal = normalize( lig-rd );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
//if( dif>0.0001 )
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
vec3 lig = normalize(vec3(-0.5, 0.4, -0.6));
vec3 hal = normalize(lig-rd);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
//if (dif>0.0001)
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
@@ -218,35 +218,35 @@ vec4 render( in vec3 ro, in vec3 rd)
}
// sky
{
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
float dif = sqrt(clamp(0.5+0.5*nor.y, 0.0, 1.0));
dif *= occ;
float spe = smoothstep( -0.2, 0.2, ref.y );
float spe = smoothstep(-0.2, 0.2, ref.y);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
//if( spe>0.001 )
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0);
//if (spe>0.001)
spe *= calcSoftshadow(pos, ref, 0.02, 2.5);
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dif = clamp(dot(nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = lin;
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
}
return vec4(vec3( clamp(col,0.0,1.0) ),t);
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
@@ -257,11 +257,11 @@ vec3 CalcRayDir(vec2 nCoord){
mat3 setCamera()
{
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize(cross(cw,cp));
vec3 cv = (cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
@@ -271,14 +271,14 @@ void main()
// focal length
float fl = length(camDir);
vec3 rd = ca * normalize( vec3(nCoord,fl) );
vec3 rd = ca*normalize(vec3(nCoord,fl));
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
float depth = gl_FragCoord.z;
{
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
vec4 res = render(camPos - vec3(0.0, 0.0, 0.0) , rd);
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
gl_FragDepth = depth;
gl_FragDepth = depth;
}

View File

@@ -8,11 +8,11 @@ in vec4 fragColor;
out vec4 finalColor;
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
const int maxIterations = 255; // Max iterations to do
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers
// Square a complex number
vec2 ComplexSquare(vec2 z)
@@ -31,22 +31,22 @@ vec3 Hsv2rgb(vec3 c)
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what maxIterations is for.
Then we can divide the iterations by the maxIterations value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
@@ -63,18 +63,18 @@ void main()
if (dot(z, z) > 4.0) break;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

View File

@@ -41,7 +41,7 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code

View File

@@ -19,5 +19,5 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
vec4 texelColor2 = texture(texture1, fragTexCoord2);
finalColor = texelColor * texelColor2;
finalColor = texelColor*texelColor2;
}

View File

@@ -36,21 +36,21 @@ void main()
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
normal = normalize(normal*2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
normal = normalize(normal*TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec4 tint = colDiffuse*fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
vec3 lightDot = lightColor*NdotL;
float specCo = 0.0;
@@ -58,10 +58,10 @@ void main()
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0 / 2.2));
finalColor = pow(finalColor, vec4(1.0/2.2));
//finalColor = vec4(normal, 1.0);
}

View File

@@ -21,21 +21,21 @@ out mat3 TBN;
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
@@ -44,5 +44,5 @@ void main()
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View File

@@ -26,7 +26,7 @@ const float normalOffset = 0.1;
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));

View File

@@ -33,7 +33,7 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
@@ -41,38 +41,38 @@ uniform vec2 resolution;
//------------------------------------------------------------------
float sdPlane( vec3 p )
float sdPlane(vec3 p)
{
return p.y;
}
float sdSphere( vec3 p, float s )
float sdSphere(vec3 p, float s)
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
float sdBox(vec3 p, vec3 b)
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r )
float sdEllipsoid(in vec3 p, in vec3 r)
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
return (length(p/r) - 1.0)*min(min(r.x,r.y),r.z);
}
float udRoundBox( vec3 p, vec3 b, float r )
float udRoundBox(vec3 p, vec3 b, float r)
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( vec3 p, vec2 t )
float sdTorus(vec3 p, vec2 t)
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
return length(vec2(length(p.xz)-t.x,p.y))-t.y;
}
float sdHexPrism( vec3 p, vec2 h )
float sdHexPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
#if 0
@@ -84,24 +84,24 @@ float sdHexPrism( vec3 p, vec2 h )
#endif
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
float sdCapsule(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
return length(pa - ba*h) - r;
}
float sdEquilateralTriangle( in vec2 p )
float sdEquilateralTriangle( in vec2 p)
{
const float k = sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
if (p.x + k*p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y)/2.0;
p.x += 2.0 - 2.0*clamp((p.x+2.0)/2.0, 0.0, 1.0);
return -length(p)*sign(p.y);
}
float sdTriPrism( vec3 p, vec2 h )
float sdTriPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
float d1 = q.z-h.y;
@@ -116,95 +116,95 @@ float sdTriPrism( vec3 p, vec2 h )
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( vec3 p, vec2 h )
float sdCylinder(vec3 p, vec2 h)
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in vec3 p, in vec3 c )
float sdCone(in vec3 p, in vec3 c)
{
vec2 q = vec2( length(p.xz), p.y );
vec2 q = vec2(length(p.xz), p.y);
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
float d2 = max(dot(q,c.xy), q.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
float sdConeSection(in vec3 p, in float h, in float r1, in float r2)
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
float d2 = max(sqrt(dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
float sdPryamid4(vec3 p, vec3 h) // h = { cos a, sin a, height }
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
float box = sdBox(p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z));
float d = 0.0;
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
d = max(d, abs(dot(p, vec3(-h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( 0, h.y, h.x))));
d = max(d, abs(dot(p, vec3( 0, h.y,-h.x))));
float octa = d - h.z;
return max(-box,octa); // Subtraction
}
float length2( vec2 p )
float length2(vec2 p)
{
return sqrt( p.x*p.x + p.y*p.y );
return sqrt(p.x*p.x + p.y*p.y);
}
float length6( vec2 p )
float length6(vec2 p)
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
return pow(p.x + p.y, 1.0/6.0);
}
float length8( vec2 p )
float length8(vec2 p)
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
return pow(p.x + p.y, 1.0/8.0);
}
float sdTorus82( vec3 p, vec2 t )
float sdTorus82(vec3 p, vec2 t)
{
vec2 q = vec2(length2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( vec3 p, vec2 t )
float sdTorus88(vec3 p, vec2 t)
{
vec2 q = vec2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( vec3 p, vec2 h )
float sdCylinder6(vec3 p, vec2 h)
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
return max(length6(p.xz)-h.x, abs(p.y)-h.y);
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
float opS(float d1, float d2)
{
return max(-d2,d1);
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
vec3 opRep(vec3 p, vec3 c)
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
vec3 opTwist(vec3 p)
{
float c = cos(10.0*p.y+10.0);
float s = sin(10.0*p.y+10.0);
@@ -214,110 +214,110 @@ vec3 opTwist( vec3 p )
//------------------------------------------------------------------
vec2 map( in vec3 pos )
vec2 map(in vec3 pos)
{
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
vec2 res = opU(vec2(sdPlane( pos), 1.0),
vec2(sdSphere( pos-vec3(0.0,0.25, 0.0), 0.25), 46.9));
res = opU(res, vec2(sdBox( pos-vec3(1.0,0.25, 0.0), vec3(0.25)), 3.0));
res = opU(res, vec2(udRoundBox( pos-vec3(1.0,0.25, 1.0), vec3(0.15), 0.1), 41.0));
res = opU(res, vec2(sdTorus( pos-vec3(0.0,0.25, 1.0), vec2(0.20,0.05)), 25.0));
res = opU(res, vec2(sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9));
res = opU(res, vec2(sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05)),43.5));
res = opU(res, vec2(sdCylinder( pos-vec3(1.0,0.30,-1.0), vec2(0.1,0.2)), 8.0));
res = opU(res, vec2(sdCone( pos-vec3(0.0,0.50,-1.0), vec3(0.8,0.6,0.3)), 55.0));
res = opU(res, vec2(sdTorus82( pos-vec3(0.0,0.25, 2.0), vec2(0.20,0.05)),50.0));
res = opU(res, vec2(sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05)),43.0));
res = opU(res, vec2(sdCylinder6(pos-vec3(1.0,0.30, 2.0), vec2(0.1,0.2)), 12.0));
res = opU(res, vec2(sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05)),17.0));
res = opU(res, vec2(sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25)),37.0));
res = opU(res, vec2(opS(udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0));
res = opU(res, vec2(opS(sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep(vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0));
res = opU(res, vec2(0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0));
res = opU(res, vec2(0.5*sdTorus(opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7));
res = opU(res, vec2(sdConeSection(pos-vec3(0.0,0.35,-2.0), 0.15, 0.2, 0.1), 13.67));
res = opU(res, vec2(sdEllipsoid(pos-vec3(1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05)), 43.17));
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
vec2 castRay(in vec3 ro, in vec3 rd)
{
float tmin = 0.2;
float tmax = 30.0;
#if 1
// bounding volume
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
float tp1 = (0.0-ro.y)/rd.y; if (tp1>0.0) tmax = min(tmax, tp1);
float tp2 = (1.6-ro.y)/rd.y; if (tp2>0.0) { if (ro.y>1.6) tmin = max(tmin, tp2);
else tmax = min(tmax, tp2); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
for (int i=0; i<64; i++)
{
float precis = 0.0005*t;
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
vec2 res = map(ro+rd*t);
if (res.x<precis || t>tmax) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
if (t>tmax) m=-1.0;
return vec2(t, m);
}
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
for (int i=0; i<16; i++)
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
float h = map(ro + rd*t).x;
res = min(res, 8.0*h/t);
t += clamp(h, 0.02, 0.10);
if (h<0.001 || t>tmax) break;
}
return clamp( res, 0.0, 1.0 );
return clamp(res, 0.0, 1.0);
}
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
/*
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
vec3 eps = vec3(0.0005, 0.0, 0.0);
vec3 nor = vec3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
map(pos+eps.yyx).x - map(pos-eps.yyx).x);
return normalize(nor);
*/
}
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
for (int i=0; i<5; i++)
{
float hr = 0.01 + 0.12*float(i)/4.0;
vec3 aopos = nor * hr + pos;
float dd = map( aopos ).x;
vec3 aopos = nor*hr + pos;
float dd = map(aopos).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
return clamp(1.0 - 3.0*occ, 0.0, 1.0);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@@ -327,43 +327,43 @@ float checkersGradBox( in vec2 p )
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd )
vec3 render(in vec3 ro, in vec3 rd)
{
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
col = 0.45 + 0.35*sin(vec3(0.05,0.08,0.10)*(m-1.0));
if (m<1.5)
{
float f = checkersGradBox( 5.0*pos.xz );
float f = checkersGradBox(5.0*pos.xz);
col = 0.3 + f*vec3(0.1);
}
// lighting
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
vec3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
float occ = calcAO(pos, nor);
vec3 lig = normalize(vec3(cos(-0.4*runTime), sin(0.7*runTime), -0.6));
vec3 hal = normalize(lig-rd);
float amb = clamp(0.5+0.5*nor.y, 0.0, 1.0);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
float bac = clamp(dot(nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
float dom = smoothstep(-0.1, 0.1, ref.y);
float fre = pow(clamp(1.0+dot(nor,rd),0.0,1.0), 2.0);
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
dom *= calcSoftshadow(pos, ref, 0.02, 2.5);
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
(0.04 + 0.96*pow(clamp(1.0+dot(hal,rd),0.0,1.0), 5.0));
vec3 lin = vec3(0.0);
lin += 1.30*dif*vec3(1.00,0.80,0.55);
@@ -374,51 +374,51 @@ vec3 render( in vec3 ro, in vec3 rd )
col = col*lin;
col += 10.00*spe*vec3(1.00,0.90,0.70);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
col = mix(col, vec3(0.8,0.9,1.0), 1.0-exp(-0.0002*t*t*t));
}
return vec3( clamp(col,0.0,1.0) );
return vec3(clamp(col,0.0,1.0));
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
mat3 setCamera(in vec3 ro, in vec3 ta, float cr)
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cu = normalize(cross(cw,cp));
vec3 cv = normalize(cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
{
vec3 tot = vec3(0.0);
#if AA>1
for( int m=0; m<AA; m++ )
for( int n=0; n<AA; n++ )
for (int m=0; m<AA; m++)
for (int n=0; n<AA; n++)
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 o = vec2(float(m),float(n))/float(AA) - 0.5;
vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
#else
vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
#endif
// RAY: Camera is provided from raylib
//vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
//vec3 ro = vec3(-0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x));
vec3 ro = viewEye;
vec3 ta = viewCenter;
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
mat3 ca = setCamera(ro, ta, 0.0);
// ray direction
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
vec3 rd = ca*normalize(vec3(p.xy,2.0));
// render
vec3 col = render( ro, rd );
vec3 col = render(ro, rd);
// gamma
col = pow( col, vec3(0.4545) );
col = pow(col, vec3(0.4545));
tot += col;
#if AA>1
@@ -426,5 +426,5 @@ void main()
tot /= float(AA*AA);
#endif
finalColor = vec4( tot, 1.0 );
finalColor = vec4(tot, 1.0);
}

View File

@@ -39,7 +39,7 @@ void main()
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float globalPos = (fragTexCoord.y + offset)*frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
// Texel color fetching from texture sampler

View File

@@ -49,13 +49,13 @@ void main()
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
// Shadow calculations
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
vec2 sampleCoords = fragPosLightSpace.xy;
float curDepth = fragPosLightSpace.z;
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
// The solution is adding a small bias to the depth
// In this case, the bias is proportional to the slope of the surface, relative to the light
float bias = max(0.0002*(1.0 - dot(normal, l)), 0.00002) + 0.00001;
@@ -64,8 +64,8 @@ void main()
// PCF (percentage-closer filtering) algorithm:
// Instead of testing if just one point is closer to the current point,
// we test the surrounding points as well.
// This blurs shadow edges, hiding aliasing artifacts.
// we test the surrounding points as well
// This blurs shadow edges, hiding aliasing artifacts
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
for (int x = -1; x <= 1; x++)
{

View File

@@ -21,10 +21,10 @@ void main()
vec4 horizEdge = vec4(0.0);
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);

View File

@@ -53,7 +53,7 @@ void main()
else
{
if (d < spots[fi].inner) alpha = 0.0;
else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
else alpha = (d - spots[fi].inner)/(spots[fi].radius - spots[fi].inner);
}
}

View File

@@ -24,13 +24,13 @@ out float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x*0.1), cos(time + vertexPosition.z*0.1))*0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
animatedTexCoord = animatedTexCoord*0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
float displacement = texture(perlinNoiseMap, animatedTexCoord).r*7; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
@@ -39,7 +39,7 @@ void main()
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
height = displacedPosition.y*0.2; // send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition , 1.0);

View File

@@ -23,15 +23,15 @@ uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}

View File

@@ -15,5 +15,5 @@ void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
if (texelColor.a == 0.0) discard;
finalColor = texelColor * fragColor * colDiffuse;
finalColor = texelColor*fragColor*colDiffuse;
}