slang-shaders/procedural/tdm-mountain-peak.slang
2018-02-24 02:20:43 +01:00

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#version 450
// Mountain Peak - TDM - 2014-09-26
// https://www.shadertoy.com/view/llK3WR
// Terrain with procedural hydraulic erosion.
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;
// "Mountain Peak" by Alexander Alekseev aka TDM - 2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
#define WIND
const int NUM_STEPS = 38;
const int NUM_STEPS_VOLUME = 10;
const float STRIDE = 0.75;
const float STRIDE_VOLUME = 1.0;
const float PI = 3.1415;
const float EPSILON = 1e-3;
// terrain
const int ITER_GEOMETRY = 4;
const int ITER_FRAGMENT = 7;
const float TERR_HEIGHT = 12.0;
const float TERR_WARP = 0.7;
const float TERR_OCTAVE_AMP = 0.55;
const float TERR_OCTAVE_FREQ = 2.5;
const float TERR_MULTIFRACT = 0.27;
const float TERR_CHOPPY = 1.9;
const float TERR_FREQ = 0.24;
const vec2 TERR_OFFSET = vec2(13.5,15.);
const vec3 SKY_COLOR = vec3(0.5,0.59,0.75) * 0.6;
const vec3 SUN_COLOR = vec3(1.,1.,0.98) * 0.75;
const vec3 COLOR_SNOW = vec3(1.0,1.0,1.1) * 2.0;
const vec3 COLOR_ROCK = vec3(0.0,0.1,0.1);
vec3 light = normalize(vec3(1.0,1.0,-0.3));
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float saturate(float x) { return clamp(x,0.,1.); }
/*float hash(vec2 p) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}*/
float hash(vec2 p) {
uint n = floatBitsToUint(p.x * 122.0 + p.y);
n = (n << 13U) ^ n;
n = n * (n * n * 15731U + 789221U) + 1376312589U;
return uintBitsToFloat( (n>>9U) | 0x3f800000U ) - 1.0;
}
float hash3(vec3 p) {
return fract(sin(p.x*p.y*p.z)*347624.531834);
}
// 3d noise
float noise_3(in vec3 p) {
vec3 i = floor( p );
vec3 f = fract( p );
vec3 u = f*f*(3.0-2.0*f);
float a = hash3( i + vec3(0.0,0.0,0.0) );
float b = hash3( i + vec3(1.0,0.0,0.0) );
float c = hash3( i + vec3(0.0,1.0,0.0) );
float d = hash3( i + vec3(1.0,1.0,0.0) );
float v1 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
a = hash3( i + vec3(0.0,0.0,1.0) );
b = hash3( i + vec3(1.0,0.0,1.0) );
c = hash3( i + vec3(0.0,1.0,1.0) );
d = hash3( i + vec3(1.0,1.0,1.0) );
float v2 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
return abs(mix(v1,v2,u.z));
}
// noise with analytical derivatives (thanks to iq)
vec3 noise_deriv(in vec2 p) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
float a = hash( i + vec2(0.0,0.0) );
float b = hash( i + vec2(1.0,0.0) );
float c = hash( i + vec2(0.0,1.0) );
float d = hash( i + vec2(1.0,1.0) );
float h1 = mix(a,b,u.x);
float h2 = mix(c,d,u.x);
return vec3(abs(mix(h1,h2,u.y)),
6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
}
// lighting
float diffuse(vec3 n,vec3 l,float p) { return pow(max(dot(n,l),0.0),p); }
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// terrain
vec3 octave(vec2 uv) {
vec3 n = noise_deriv(uv);
return vec3(pow(n.x,TERR_CHOPPY), n.y, n.z);
}
float map(vec3 p) {
float frq = TERR_FREQ;
float amp = 1.0;
vec2 uv = p.xz * frq + TERR_OFFSET;
vec2 dsum = vec2(0.0);
float h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
vec3 n = octave((uv - dsum * TERR_WARP) * frq);
h += n.x * amp;
dsum += n.yz * (n.x*2.0-1.0) * amp;
frq *= TERR_OCTAVE_FREQ;
amp *= TERR_OCTAVE_AMP;
amp *= pow(n.x,TERR_MULTIFRACT);
}
h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3);
return p.y - h;
}
float map_detailed(vec3 p) {
float frq = TERR_FREQ;
float amp = 1.0;
vec2 uv = p.xz * frq + TERR_OFFSET;
vec2 dsum = vec2(0.0);
float h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
vec3 n = octave((uv - dsum * TERR_WARP) * frq);
h += n.x * amp;
dsum += n.yz * (n.x*2.0-1.0) * amp;
frq *= TERR_OCTAVE_FREQ;
amp *= TERR_OCTAVE_AMP;
amp *= pow(n.x,TERR_MULTIFRACT);
}
h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3);
return p.y - h;
}
float map_noise(vec3 p) {
p *= 0.5;
float ret = noise_3(p);
ret += noise_3(p * 2.0) * 0.5;
ret = (ret - 1.0) * 5.0;
return saturate(ret * 0.5 + 0.5);
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float hftracing(vec3 ori, vec3 dir, out vec3 p, out float t) {
float d = 0.0;
t = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
p = ori + dir * t;
d = map(p);
if(d < 0.0) break;
t += d*0.6;
}
return d;
}
float volume_tracing(vec3 ori, vec3 dir, float maxt) {
float d = 0.0;
float t = 0.0;
float count = 0.0;
for(int i = 0; i < NUM_STEPS_VOLUME; i++) {
vec3 p = ori + dir * t;
d += map_noise(p);
if(t >= maxt) break;
t += STRIDE_VOLUME;
count += 1.0;
}
return d / count;
}
// color
vec3 sky_color(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,3.0);
ret.y = pow(1.0-e.y, 1.2);
ret.z = 0.7+(1.0-e.y)*0.3;
return ret;
}
vec3 terr_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) {
float slope = 1.0-dot(n,vec3(0.,1.,0.));
vec3 ret = mix(COLOR_SNOW,COLOR_ROCK,smoothstep(0.0,0.2,slope*slope));
ret = mix(ret,COLOR_SNOW,saturate(smoothstep(0.6,0.8,slope+(p.y-TERR_HEIGHT*0.5)*0.05)));
return ret;
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.1;
// ray
#ifdef MOUSE
vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + iMouse.x*0.01);
#else
vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + 0.0*0.01);
#endif
mat3 rot = fromEuler(ang);
vec3 ori = vec3(0.0,5.0,40.0);
vec3 dir = normalize(vec3(uv.xy,-2.0));
dir.z += length(uv) * 0.12;
dir = normalize(dir) * rot;
ori = ori * rot;
ori.y -= map(ori) * 0.75 - 3.0;
// tracing
vec3 p;
float t;
float dens = hftracing(ori,dir,p,t);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist)* (1e-1 / iResolution.x));
// terrain
vec3 color = terr_color(p,n,dir,dist) * SKY_COLOR;
color += vec3(diffuse(n,light,2.0) * SUN_COLOR);
color += vec3(specular(n,light,dir,20.0) * SUN_COLOR*0.4);
// fog
vec3 fog = sky_color(vec3(dir.x,0.,dir.z));
color = mix(color,fog,saturate(min(length(dist)*0.018, dot(p.xz,p.xz)*0.001)));
// sky
color = mix(sky_color(dir),color,step(dens,4.0));
color += pow(max(dot(dir,light),0.0),3.0)*0.3;
// wind
#ifdef WIND
float wind = volume_tracing(ori,dir,t) * saturate(1.8 - p.y * 0.2);
color = mix(color,fog, wind * 1.6);
#endif
// post
color = (1.0 - exp(-color)) * 1.5;
color = pow(color,vec3(0.85));
fragColor = vec4(color,1.0);
}
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);
}