slang-shaders/procedural/dr2-wavescape.slang
2018-02-24 02:20:43 +01:00

567 lines
15 KiB
Plaintext

#version 450
// Wavescape - dr2 - 2015-01-05
// https://www.shadertoy.com/view/lls3z7
// Another wave renderer, from both above and below the waterline. See the source for where it all comes from.
// "Wavescape" by dr2 - 2015
// License: Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
// Water waves, including what the fish sees.
// Acknowledgments: thanks for the following -
// Dave_H's multilayered clouds with nimitz's variable layer spacing
// (but depends on elevation rather than distance).
// Wave shapes from TDM; they seem a little more "energetic" than TekF's.
// Raymarching with binary subdivision, as used by Dave_H for mountains;
// TekF and TDM use one or the other, not both.
// Buoy based on TekF's, but raymarched for generality; shows aging effects
// below waterline.
// Foam idea from TekF.
// Noise functions from iq.
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
const vec2 madd = vec2(0.5, 0.5);
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = gl_Position.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
float iGlobalTime = float(global.FrameCount)*0.025;
vec2 iResolution = global.OutputSize.xy;
const float pi = 3.14159;
const vec4 cHashA4 = vec4 (0., 1., 57., 58.);
const vec3 cHashA3 = vec3 (1., 57., 113.);
const float cHashM = 43758.54;
vec2 Hashv2f (float p)
{
return fract (sin (p + cHashA4.xy) * cHashM);
}
vec4 Hashv4f (float p)
{
return fract (sin (p + cHashA4) * cHashM);
}
vec4 Hashv4v3 (vec3 p)
{
const vec3 cHashVA3 = vec3 (37.1, 61.7, 12.4);
const vec3 e = vec3 (1., 0., 0.);
return fract (sin (vec4 (dot (p + e.yyy, cHashVA3), dot (p + e.xyy, cHashVA3),
dot (p + e.yxy, cHashVA3), dot (p + e.xxy, cHashVA3))) * cHashM);
}
float Noiseff (float p)
{
float i, f;
i = floor (p); f = fract (p);
f = f * f * (3. - 2. * f);
vec2 t = Hashv2f (i);
return mix (t.x, t.y, f);
}
float Noisefv2 (vec2 p)
{
vec2 i, f;
i = floor (p); f = fract (p);
f = f * f * (3. - 2. * f);
vec4 t = Hashv4f (dot (i, cHashA3.xy));
return mix (mix (t.x, t.y, f.x), mix (t.z, t.w, f.x), f.y);
}
float Noisefv3a (vec3 p)
{
vec3 i, f;
i = floor (p); f = fract (p);
f *= f * (3. - 2. * f);
vec4 t1 = Hashv4v3 (i);
vec4 t2 = Hashv4v3 (i + vec3 (0., 0., 1.));
return mix (mix (mix (t1.x, t1.y, f.x), mix (t1.z, t1.w, f.x), f.y),
mix (mix (t2.x, t2.y, f.x), mix (t2.z, t2.w, f.x), f.y), f.z);
}
float Fbm1 (float p)
{
float f, a;
f = 0.; a = 1.;
for (int i = 0; i < 5; i ++) {
f += a * Noiseff (p);
a *= 0.5; p *= 2.;
}
return f;
}
float Fbm3 (vec3 p)
{
const mat3 mr = mat3 (0., 0.8, 0.6, -0.8, 0.36, -0.48, -0.6, -0.48, 0.64);
float f, a, am, ap;
f = 0.; a = 0.5;
am = 0.5; ap = 4.;
p *= 0.5;
for (int i = 0; i < 6; i ++) {
f += a * Noisefv3a (p);
p *= mr * ap; a *= am;
}
return f;
}
float Fbmn (vec3 p, vec3 n)
{
vec3 f = vec3 (0.);
float a = 1.;
for (int i = 0; i < 5; i ++) {
f += a * vec3 (Noisefv2 (p.yz), Noisefv2 (p.zx), Noisefv2 (p.xy));
a *= 0.5; p *= 2.;
}
return dot (f, abs (n));
}
vec3 VaryNf (vec3 p, vec3 n, float f)
{
vec3 e = vec3 (0.2, 0., 0.);
float s = Fbmn (p, n);
vec3 g = vec3 (Fbmn (p + e.xyy, n) - s,
Fbmn (p + e.yxy, n) - s, Fbmn (p + e.yyx, n) - s);
return normalize (n + f * (g - n * dot (n, g)));
}
float SmoothBump (float lo, float hi, float w, float x)
{
return (1. - smoothstep (hi - w, hi + w, x)) * smoothstep (lo - w, lo + w, x);
}
float PrSphDf (vec3 p, float s)
{
return length (p) - s;
}
float PrCylDf (vec3 p, float r, float h)
{
return max (length (p.xy) - r, abs (p.z) - h);
}
int idObj;
mat3 ballMat;
vec3 qHit, ballPos, sunCol, sunDir, cloudDisp, waterDisp;
float tCur, fCloud;
const float dstFar = 300.;
vec3 SkyGrndCol (vec3 ro, vec3 rd)
{
vec3 p, q, cSun, skyBg, clCol, col;
float colSum, attSum, s, att, a, dDotS, ds;
const vec3 cCol1 = 0.5 * vec3 (0.15, 0.2, 0.4),
cCol2 = 0.5 * vec3 (0.25, 0.5, 0.7), gCol = 1.3 * vec3 (0.05, 0.08, 0.05);
const float cloudLo = 100., cloudRngI = 1./50., atFac = 0.06;
const int nLay = 30;
if (rd.y < 0.015 * Fbm1 (16. * rd.x)) col = gCol * (0.5 + 0.5 *
Noisefv2 (1000. * vec2 (5. * atan (rd.x, rd.z), rd.y)));
else {
fCloud = clamp (fCloud, 0., 1.);
dDotS = max (dot (rd, sunDir), 0.);
ro += cloudDisp;
p = ro;
p.xz += (cloudLo - p.y) * rd.xz / rd.y;
p.y = cloudLo;
ds = 1. / (cloudRngI * rd.y * (2. - rd.y) * float (nLay));
colSum = 0.; attSum = 0.;
s = 0.; att = 0.;
for (int j = 0; j < nLay; j ++) {
q = p + rd * s;
q.z *= 0.7;
att += atFac * max (fCloud - Fbm3 (0.02 * q), 0.);
a = (1. - attSum) * att;
colSum += a * (q.y - cloudLo) * cloudRngI;
attSum += a; s += ds;
if (attSum >= 1.) break;
}
colSum += 0.5 * min ((1. - attSum) * pow (dDotS, 3.), 1.);
clCol = vec3 (1.) * colSum + 0.05 * sunCol;
cSun = sunCol * clamp ((min (pow (dDotS, 1500.) * 2., 1.) +
min (pow (dDotS, 10.) * 0.75, 1.)), 0., 1.);
skyBg = mix (cCol1, cCol2, 1. - rd.y);
col = clamp (mix (skyBg + cSun, 1.6 * clCol, attSum), 0., 1.);
}
return col;
}
vec3 SeaFloorCol (vec3 rd)
{
vec2 p;
float w, f;
p = 5. * rd.xz / rd.y;
w = 1.;
f = 0.;
for (int j = 0; j < 4; j ++) {
f += w * Noisefv2 (p);
w *= 0.5; p *= 2.;
}
return mix (vec3 (0.01, 0.04, 0.02), vec3 (0, 0.05, 0.05),
smoothstep (0.4, 0.7, f));
}
float WaveHt (vec3 p)
{
const mat2 qRot = mat2 (1.6, -1.2, 1.2, 1.6);
vec4 t4, ta4, v4;
vec2 q2, t2, v2;
float wFreq, wAmp, pRough, ht;
wFreq = 0.16; wAmp = 0.6; pRough = 5.;
q2 = p.xz + waterDisp.xz;
ht = 0.;
for (int j = 0; j < 5; j ++) {
t2 = 1.1 * tCur * vec2 (1., -1.);
t4 = vec4 (q2 + t2.xx, q2 + t2.yy) * wFreq;
t2 = vec2 (Noisefv2 (t4.xy), Noisefv2 (t4.zw));
t4 += 2. * vec4 (t2.xx, t2.yy) - 1.;
ta4 = abs (sin (t4));
v4 = (1. - ta4) * (ta4 + abs (cos (t4)));
v2 = pow (1. - pow (v4.xz * v4.yw, vec2 (0.65)), vec2 (pRough));
ht += (v2.x + v2.y) * wAmp;
q2 *= qRot; wFreq *= 1.9; wAmp *= 0.22;
pRough = 0.8 * pRough + 0.2;
}
return ht;
}
float WaveRay (vec3 ro, vec3 rd)
{
vec3 p;
float dHit, h, s, sLo, sHi;
s = 0.;
sLo = 0.;
dHit = dstFar;
for (int j = 0; j < 150; j ++) {
p = ro + s * rd;
h = p.y - WaveHt (p);
if (h < 0.) break;
sLo = s;
s += max (0.2, h) + 0.005 * s;
if (s > dstFar) break;
}
if (h < 0.) {
sHi = s;
for (int j = 0; j < 7; j ++) {
s = 0.5 * (sLo + sHi);
p = ro + s * rd;
h = step (0., p.y - WaveHt (p));
sLo += h * (s - sLo);
sHi += (1. - h) * (s - sHi);
}
dHit = sHi;
}
return dHit;
}
float WaveOutRay (vec3 ro, vec3 rd)
{
vec3 p;
float dHit, h, s, sLo, sHi;
s = 0.;
sLo = 0.;
dHit = dstFar;
ro.y *= -1.;
rd.y *= -1.;
for (int j = 0; j < 150; j ++) {
p = ro + s * rd;
h = p.y + WaveHt (p);
if (h < 0.) break;
sLo = s;
s += max (0.2, h) + 0.005 * s;
if (s > dstFar) break;
}
if (h < 0.) {
sHi = s;
for (int j = 0; j < 7; j ++) {
s = 0.5 * (sLo + sHi);
p = ro + s * rd;
h = step (0., p.y + WaveHt (p));
sLo += h * (s - sLo);
sHi += (1. - h) * (s - sHi);
}
dHit = sHi;
}
return dHit;
}
vec3 WaveNf (vec3 p, float d)
{
vec2 e = vec2 (max (0.1, 5e-5 * d * d), 0.);
float h = WaveHt (p);
return normalize (vec3 (h - WaveHt (p + e.xyy), e.x, h - WaveHt (p + e.yyx)));
}
float ObjDf (vec3 p)
{
vec3 q;
float dHit, d;
dHit = dstFar;
q = p;
q -= ballPos;
q *= ballMat;
d = PrSphDf (q, 2.);
if (d < dHit) { dHit = d; idObj = 1; qHit = q; }
q.y -= 3.;
d = PrCylDf (q.xzy, 0.05, 1.);
if (d < dHit) { dHit = d; idObj = 2; qHit = q; }
q.y -= 1.3;
d = PrCylDf (q.xzy, 0.15, 0.3);
if (d < dHit) { dHit = d; idObj = 3; qHit = q; }
return dHit;
}
float ObjRay (in vec3 ro, in vec3 rd)
{
float d, dHit;
dHit = 0.;
for (int j = 0; j < 150; j ++) {
d = ObjDf (ro + dHit * rd);
dHit += d;
if (d < 0.002 || dHit > dstFar) break;
}
return dHit;
}
vec3 ObjNf (vec3 p)
{
const vec3 e = vec3 (0.001, -0.001, 0.);
vec4 v = vec4 (ObjDf (p + e.xxx), ObjDf (p + e.xyy),
ObjDf (p + e.yxy), ObjDf (p + e.yyx));
return normalize (vec3 (v.x - v.y - v.z - v.w) + 2. * v.yzw);
}
vec3 ObjCol (vec3 n)
{
vec3 col;
col = vec3 (0.);
if (idObj == 1) {
col = vec3 (1., 0.01, 0.);
if (abs (qHit.y) < 0.21) col =
(mod (floor (7. * (atan (qHit.x, qHit.z) / pi + 1.)), 2.) == 0.) ?
vec3 (1., 0.8, 0.08) : vec3 (0.04);
else if (qHit.y > 1.93) col = vec3 (0.15, 0.05, 0.);
else if (abs (qHit.y) < 0.25) col = vec3 (1., 0.8, 0.08);
else if (abs (abs (qHit.y) - 0.55) < 0.05) col = vec3 (1.);
else if (abs (abs (qHit.y) - 0.65) < 0.05) col = vec3 (0.04);
if (qHit.y < 0.) col = mix (col, vec3 (0.05, 0.2, 0.05),
min (- 2. * qHit.y, 0.9));
} else if (idObj == 2) {
col = vec3 (0.6, 0.4, 0.2);
} else if (idObj == 3) {
if (abs (qHit.y) < 0.2)
col = vec3 (0., 1., 0.) * (2. + 1.5 * cos (10. * tCur));
else col = vec3 (0.6, 0.4, 0.2);
}
return col;
}
float ObjSShadow (vec3 ro, vec3 rd)
{
float sh, d, h;
sh = 1.;
d = 0.1;
for (int j = 0; j < 40; j ++) {
h = ObjDf (ro + rd * d);
sh = min (sh, 20. * h / d);
d += 0.1;
if (h < 0.001) break;
}
return clamp (sh, 0., 1.);
}
vec3 ObjRender (vec3 ro, vec3 rd)
{
vec3 col, vn;
float dif, bk, sh, cc;
int idObjT;
idObjT = idObj;
vn = ObjNf (ro);
idObj = idObjT;
if (idObj == 1) {
vn = VaryNf (20. * qHit, vn, 0.3);
if (qHit.y < 0.) vn = mix (vn, VaryNf (12. * qHit, vn, 2.),
min (- 5. * qHit.y, 1.));
}
col = ObjCol (rd);
cc = 1. - smoothstep (0.3, 0.6, fCloud);
sh = ObjSShadow (ro, sunDir);
bk = max (dot (vn, - normalize (vec3 (sunDir.x, 0., sunDir.z))), 0.);
dif = max (dot (vn, sunDir), 0.);
return col * (0.2 + 0.1 * bk + max (0., dif) * (0.7 + 0.3 * cc * sh)) +
0.3 * cc * sh * sunCol * pow (max (0., dot (sunDir, reflect (rd, vn))), 32.);
}
vec3 ShowScene (vec3 ro, vec3 rd)
{
vec3 col, vn, rdd, refCol, uwatCol;
float dstHit, dstWat, dif, bk, sh, foamFac;
const float eta = 0.75, att = 0.5;
int idObjT;
bool doReflect;
if (ro.y > WaveHt (ro)) {
dstWat = WaveRay (ro, rd);
idObj = -1;
dstHit = ObjRay (ro, rd);
if (idObj < 0) dstHit = dstFar;
doReflect = (dstWat < dstFar && dstWat < dstHit);
if (doReflect) {
ro += rd * dstWat;
vn = WaveNf (ro, dstWat);
rdd = rd;
rd = reflect (rd, vn);
idObj = -1;
dstHit = ObjRay (ro, rd);
if (idObj < 0) dstHit = dstFar;
}
col = (dstHit < dstFar) ? ObjRender (ro + rd * dstHit, rd) :
SkyGrndCol (ro, rd);
if (doReflect) {
refCol = col;
rd = refract (rdd, vn, eta);
idObj = -1;
dstHit = ObjRay (ro, rd);
if (idObj < 0) dstHit = dstFar;
col = (dstHit < dstFar) ? ObjRender (ro + rd * dstHit, rd) *
exp (- att * dstHit) : SeaFloorCol (rd);
col = mix (col, 0.8 * refCol, pow (1. - abs (dot (rdd, vn)), 5.));
foamFac = pow (clamp (WaveHt (ro) +
0.004 * Fbm3 (256. * ro) - 0.65, 0., 1.), 8.);
col = mix (col, vec3 (1.), foamFac);
}
} else {
uwatCol = vec3 (0., 0.05, 0.05) +
step (0.4, Fbm1 (20. * tCur)) * vec3 (0.02, 0.02, 0.03);
col = uwatCol;
dstWat = WaveOutRay (ro, rd);
idObj = -1;
dstHit = ObjRay (ro, rd);
if (idObj < 0) dstHit = dstFar;
if (dstWat < dstFar && dstWat < dstHit) {
ro += rd * dstWat;
vn = - WaveNf (ro, dstWat);
rdd = refract (rd, vn, 1. / eta);
if (length (rdd) > 0.) rd = rdd;
else rd = reflect (rd, vn);
idObj = -1;
dstHit = ObjRay (ro, rd);
if (idObj < 0) dstHit = dstFar;
if (dstHit < dstFar) col = 0.9 * ObjRender (ro + rd * dstHit, rd);
else if (rd.y > 0.) col = mix (uwatCol, 0.9 * SkyGrndCol (ro, rd),
exp (- 0.07 * att * dstWat));
} else if (dstHit < dstFar) col = mix (uwatCol,
ObjRender (ro + rd * dstHit, rd), exp (- 0.07 * att * dstHit));
}
return col;
}
void BallPM ()
{
const vec3 e = vec3 (1., 0., 0.);
float h[5], b;
ballPos = vec3 (0., 0., 0.);
h[0] = WaveHt (ballPos);
h[1] = WaveHt (ballPos + e.yyx); h[2] = WaveHt (ballPos - e.yyx);
h[3] = WaveHt (ballPos + e); h[4] = WaveHt (ballPos - e);
ballPos.y = 0.5 + (2. * h[0] + h[1] + h[2] + h[3] + h[4]) / 9.;
b = (h[1] - h[2]) / (4. * e.x);
ballMat[2] = normalize (vec3 (0., b, 1.));
b = (h[3] - h[4]) / (4. * e.x);
ballMat[1] = normalize (cross (ballMat[2], vec3 (1., b, 0.)));
ballMat[0] = cross (ballMat[1], ballMat[2]);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = 2. * fragCoord.xy / iResolution.xy - 1.;
uv.x *= iResolution.x / iResolution.y;
tCur = iGlobalTime;
#ifdef MOUSE
vec4 mPtr = iMouse;
mPtr.xy = mPtr.xy / iResolution.xy - 0.5;
#endif
mat3 vuMat;
vec3 col, ro, rd;
vec2 vEl, vAz;
float el, az, zmFac, a, tPer, tSeq;
cloudDisp = 10. * tCur * vec3 (1., 0., 1.);
waterDisp = 0.5 * tCur * vec3 (-1., 0., 1.);
sunDir = normalize (vec3 (0.2, 0.5, 0.5));
sunCol = vec3 (1., 0.4, 0.3) + vec3 (0., 0.5, 0.2) * sunDir.y;
fCloud = 0.5 + 0.2 * sin (0.022 * 2. * pi * tCur);
zmFac = 3.5;
tPer = 35.;
#ifdef MOUSE
if (mPtr.z <= 0.) {
az = 0.01 * tCur;
el = 0.2 * pi;
tSeq = mod (tCur, tPer);
if (mod (floor (tCur / tPer), 2.) == 0.) {
a = SmoothBump (10., 30., 5., tSeq);
zmFac -= 0.1 * a;
el -= 0.19 * pi * a;
} else {
a = SmoothBump (8., 26., 8., tSeq);
zmFac -= 0.05 * a;
el -= 0.55 * pi * a;
}
}
else
{
az = 1.1 * pi * mPtr.x;
el = 0.02 * pi - 0.7 * pi * mPtr.y;
}
#else
{
az = 0.01 * tCur;
el = 0.2 * pi;
tSeq = mod (tCur, tPer);
if (mod (floor (tCur / tPer), 2.) == 0.) {
a = SmoothBump (10., 30., 5., tSeq);
zmFac -= 0.1 * a;
el -= 0.19 * pi * a;
} else {
a = SmoothBump (8., 26., 8., tSeq);
zmFac -= 0.05 * a;
el -= 0.55 * pi * a;
}
}
#endif
vEl = vec2 (cos (el), sin (el));
vAz = vec2 (cos (az), sin (az));
rd = normalize (vec3 (uv, zmFac));
vuMat = mat3 (1., 0., 0., 0., vEl.x, - vEl.y, 0., vEl.y, vEl.x) *
mat3 (vAz.x, 0., vAz.y, 0., 1., 0., - vAz.y, 0., vAz.x);
rd = rd * vuMat;
ro = vec3 (0., 0., -20.) * vuMat;
ro.y += 2.;
BallPM ();
col = ShowScene (ro, rd);
fragColor = vec4 (sqrt (clamp (col, 0., 1.)), 1.);
}
void main(void)
{
//just some shit to wrap shadertoy's stuff
vec2 FragmentCoord = vTexCoord.xy*global.OutputSize.xy;
FragmentCoord.y = -FragmentCoord.y;
mainImage(FragColor,FragmentCoord);
}