content/hifi-content/caitlyn/scratch/jellyfishShaderModified.fs
2022-02-13 22:19:19 +01:00

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GLSL

// Luminescence by Martijn Steinrucken aka BigWings - 2017
// countfrolic@gmail.com
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// My entry for the monthly challenge (May 2017) on r/proceduralgeneration
// Use the mouse to look around. Uncomment the SINGLE define to see one specimen by itself.
// Code is a bit of a mess, too lazy to clean up. Hope you like it!
// Music by Klaus Lunde
// https://soundcloud.com/klauslunde/zebra-tribute
// YouTube: The Art of Code -> https://www.youtube.com/channel/UCcAlTqd9zID6aNX3TzwxJXg
// Twitter: @Steinrucken
#define INVERTMOUSE -1.
#define MAX_STEPS 100.
#define VOLUME_STEPS 8.
//#define SINGLE
#define MIN_DISTANCE 0.1
#define MAX_DISTANCE 100.
#define HIT_DISTANCE .01
#define S(x,y,z) smoothstep(x,y,z)
#define B(x,y,z,w) S(x-z, x+z, w)*S(y+z, y-z, w)
#define sat(x) clamp(x,0.,1.)
#define SIN(x) sin(x)*.5+.5
const vec3 lf=vec3(1., 0., 0.);
const vec3 up=vec3(0., 1., 0.);
const vec3 fw=vec3(0., 0., 1.);
const float halfpi = 1.570796326794896619;
const float pi = 3.141592653589793238;
const float twopi = 6.283185307179586;
vec3 accentColor1 = vec3(1., .1, .5);
vec3 secondColor1 = vec3(.1, .5, 1.);
vec3 accentColor2 = vec3(1., .5, .1);
vec3 secondColor2 = vec3(.1, .5, .6);
vec3 bg; // global background color
vec3 accent; // color of the phosphorecence
float N1( float x ) { return fract(sin(x)*5346.1764); }
float N2(float x, float y) { return N1(x + y*23414.324); }
float N3(vec3 p) {
p = fract( p*0.3183099+.1 );
p *= 17.0;
return fract( p.x*p.y*p.z*(p.x+p.y+p.z) );
}
struct ray {
vec3 o;
vec3 d;
};
struct camera {
vec3 p; // the position of the camera
vec3 forward; // the camera forward vector
vec3 left; // the camera left vector
vec3 up; // the camera up vector
vec3 center; // the center of the screen, in world coords
vec3 i; // where the current ray intersects the screen, in world coords
ray ray; // the current ray: from cam pos, through current uv projected on screen
vec3 lookAt; // the lookat point
float zoom; // the zoom factor
};
struct de {
// data type used to pass the various bits of information used to shade a de object
float d; // final distance to field
float m; // material
vec3 uv;
float pump;
vec3 id;
vec3 pos; // the world-space coordinate of the fragment
};
struct rc {
// data type used to handle a repeated coordinate
vec3 id; // holds the floor'ed coordinate of each cell. Used to identify the cell.
vec3 h; // half of the size of the cell
vec3 p; // the repeated coordinate
//vec3 c; // the center of the cell, world coordinates
};
rc Repeat(vec3 pos, vec3 size) {
rc o;
o.h = size*.5;
o.id = floor(pos/size); // used to give a unique id to each cell
o.p = mod(pos, size)-o.h;
//o.c = o.id*size+o.h;
return o;
}
camera cam;
void CameraSetup(vec2 uv, vec3 position, vec3 lookAt, float zoom) {
cam.p = position;
cam.lookAt = lookAt;
cam.forward = normalize(cam.lookAt-cam.p);
cam.left = cross(up, cam.forward);
cam.up = cross(cam.forward, cam.left);
cam.zoom = zoom;
cam.center = cam.p+cam.forward*cam.zoom;
cam.i = cam.center+cam.left*uv.x+cam.up*uv.y;
cam.ray.o = cam.p; // ray origin = camera position
cam.ray.d = normalize(cam.i-cam.p); // ray direction is the vector from the cam pos through the point on the imaginary screen
}
// ============== Functions I borrowed ;)
// 3 out, 1 in... DAVE HOSKINS
vec3 N31(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031,.11369,.13787));
p3 += dot(p3, p3.yzx + 19.19);
return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}
// DE functions from IQ
float smin( float a, float b, float k )
{
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
float smax( float a, float b, float k )
{
float h = clamp( 0.5 + 0.5*(b-a)/k, 0.0, 1.0 );
return mix( a, b, h ) + k*h*(1.0-h);
}
float sdSphere( vec3 p, vec3 pos, float s ) { return (length(p-pos)-s); }
// From http://mercury.sexy/hg_sdf
vec2 pModPolar(inout vec2 p, float repetitions, float fix) {
float angle = twopi/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
float c = floor(a/angle);
a = mod(a,angle) - (angle/2.)*fix;
p = vec2(cos(a), sin(a))*r;
return p;
}
// -------------------------
float Dist( vec2 P, vec2 P0, vec2 P1 ) {
//2d point-line distance
vec2 v = P1 - P0;
vec2 w = P - P0;
float c1 = dot(w, v);
float c2 = dot(v, v);
if (c1 <= 0. ) // before P0
return length(P-P0);
float b = c1 / c2;
vec2 Pb = P0 + b*v;
return length(P-Pb);
}
vec3 ClosestPoint(vec3 ro, vec3 rd, vec3 p) {
// returns the closest point on ray r to point p
return ro + max(0., dot(p-ro, rd))*rd;
}
vec2 RayRayTs(vec3 ro1, vec3 rd1, vec3 ro2, vec3 rd2) {
// returns the two t's for the closest point between two rays
// ro+rd*t1 = ro2+rd2*t2
vec3 dO = ro2-ro1;
vec3 cD = cross(rd1, rd2);
float v = dot(cD, cD);
float t1 = dot(cross(dO, rd2), cD)/v;
float t2 = dot(cross(dO, rd1), cD)/v;
return vec2(t1, t2);
}
float DistRaySegment(vec3 ro, vec3 rd, vec3 p1, vec3 p2) {
// returns the distance from ray r to line segment p1-p2
vec3 rd2 = p2-p1;
vec2 t = RayRayTs(ro, rd, p1, rd2);
t.x = max(t.x, 0.);
t.y = clamp(t.y, 0., length(rd2));
vec3 rp = ro+rd*t.x;
vec3 sp = p1+rd2*t.y;
return length(rp-sp);
}
vec2 sph(vec3 ro, vec3 rd, vec3 pos, float radius) {
// does a ray sphere intersection
// returns a vec2 with distance to both intersections
// if both a and b are MAX_DISTANCE then there is no intersection
vec3 oc = pos - ro;
float l = dot(rd, oc);
float det = l*l - dot(oc, oc) + radius*radius;
if (det < 0.0) return vec2(MAX_DISTANCE);
float d = sqrt(det);
float a = l - d;
float b = l + d;
return vec2(a, b);
}
vec3 background(vec3 r) {
float x = atan(r.x, r.z); // from -pi to pi
float y = pi*0.5-acos(r.y); // from -1/2pi to 1/2pi
vec3 col = bg*(1.+y);
float t = iGlobalTime; // add god rays
float a = sin(r.x);
float beam = sat(sin(10.*x+a*y*5.+t));
beam *= sat(sin(7.*x+a*y*3.5-t));
float beam2 = sat(sin(42.*x+a*y*21.-t));
beam2 *= sat(sin(34.*x+a*y*17.+t));
beam += beam2;
col *= 1.+beam*.05;
return col;
}
float remap(float a, float b, float c, float d, float t) {
return ((t-a)/(b-a))*(d-c)+c;
}
de map( vec3 p, vec3 id ) {
float t = iGlobalTime*2.;
float N = N3(id);
de o;
o.m = 0.;
float x = (p.y+N*twopi)*1.+t;
float r = 1.;
float pump = cos(x+cos(x))+sin(2.*x)*.2+sin(4.*x)*.02;
x = t + N*twopi;
p.y -= (cos(x+cos(x))+sin(2.*x)*.2)*.6;
p.xz *= 1. + pump*.2;
float d1 = sdSphere(p, vec3(0., 0., 0.), r);
float d2 = sdSphere(p, vec3(0., -.5, 0.), r);
o.d = smax(d1, -d2, .1);
o.m = 1.;
if(p.y<.5) {
float sway = sin(t+p.y+N*twopi)*S(.5, -3., p.y)*N*.3;
p.x += sway*N; // add some sway to the tentacles
p.z += sway*(1.-N);
vec3 mp = p;
mp.xz = pModPolar(mp.xz, 6., 0.);
float d3 = length(mp.xz-vec2(.2, .1))-remap(.5, -3.5, .1, .01, mp.y);
if(d3<o.d) o.m=2.;
d3 += (sin(mp.y*10.)+sin(mp.y*23.))*.03;
float d32 = length(mp.xz-vec2(.2, .1))-remap(.5, -3.5, .1, .04, mp.y)*.5;
d3 = min(d3, d32);
o.d = smin(o.d, d3, .5);
if( p.y<.2) {
vec3 op = p;
op.xz = pModPolar(op.xz, 13., 1.);
float d4 = length(op.xz-vec2(.85, .0))-remap(.5, -3., .04, .0, op.y);
if(d4<o.d) o.m=3.;
o.d = smin(o.d, d4, .15);
}
}
o.pump = pump;
o.uv = p;
o.d *= .8;
return o;
}
vec3 calcNormal( de o ) {
vec3 eps = vec3( 0.01, 0.0, 0.0 );
vec3 nor = vec3(
map(o.pos+eps.xyy, o.id).d - map(o.pos-eps.xyy, o.id).d,
map(o.pos+eps.yxy, o.id).d - map(o.pos-eps.yxy, o.id).d,
map(o.pos+eps.yyx, o.id).d - map(o.pos-eps.yyx, o.id).d );
return normalize(nor);
}
de CastRay(ray r) {
float d = 0.;
float dS = MAX_DISTANCE;
vec3 pos = vec3(0., 0., 0.);
vec3 n = vec3(0.);
de o, s;
float dC = MAX_DISTANCE;
vec3 p;
rc q;
float t = iGlobalTime;
vec3 grid = vec3(6., 30., 6.);
for(float i=0.; i<MAX_STEPS; i++) {
p = r.o + r.d*d;
#ifdef SINGLE
s = map(p, vec3(0.));
#else
p.y -= t; // make the move up
p.x += t; // make cam fly forward
q = Repeat(p, grid);
vec3 rC = ((2.*step(0., r.d)-1.)*q.h-q.p)/r.d; // ray to cell boundary
dC = min(min(rC.x, rC.y), rC.z)+.01; // distance to cell just past boundary
float N = N3(q.id);
q.p += (N31(N)-.5)*grid*vec3(.5, .7, .5);
if(Dist(q.p.xz, r.d.xz, vec2(0.))<1.1)
//if(DistRaySegment(q.p, r.d, vec3(0., -6., 0.), vec3(0., -3.3, 0)) <1.1)
s = map(q.p, q.id);
else
s.d = dC;
#endif
if(s.d<HIT_DISTANCE || d>MAX_DISTANCE) break;
d+=min(s.d, dC); // move to distance to next cell or surface, whichever is closest
}
if(s.d<HIT_DISTANCE) {
o.m = s.m;
o.d = d;
o.id = q.id;
o.uv = s.uv;
o.pump = s.pump;
#ifdef SINGLE
o.pos = p;
#else
o.pos = q.p;
#endif
}
return o;
}
float VolTex(vec3 uv, vec3 p, float scale, float pump) {
// uv = the surface pos
// p = the volume shell pos
p.y *= scale;
float s2 = 5.*p.x/twopi;
float id = floor(s2);
s2 = fract(s2);
vec2 ep = vec2(s2-.5, p.y-.6);
float ed = length(ep);
float e = B(.35, .45, .05, ed);
float s = SIN(s2*twopi*15. );
s = s*s; s = s*s;
s *= S(1.4, -.3, uv.y-cos(s2*twopi)*.2+.3)*S(-.6, -.3, uv.y);
float t = iGlobalTime*5.;
float mask = SIN(p.x*twopi*2. + t);
s *= mask*mask*2.;
return s+e*pump*2.;
}
vec4 JellyTex(vec3 p) {
vec3 s = vec3(atan(p.x, p.z), length(p.xz), p.y);
float b = .75+sin(s.x*6.)*.25;
b = mix(1., b, s.y*s.y);
p.x += sin(s.z*10.)*.1;
float b2 = cos(s.x*26.) - s.z-.7;
b2 = S(.1, .6, b2);
return vec4(b+b2);
}
vec3 render( vec2 uv, ray camRay, float depth ) {
// outputs a color
bg = background(cam.ray.d);
vec3 col = bg;
de o = CastRay(camRay);
float t = iGlobalTime;
vec3 L = up;
if(o.m>0.) {
vec3 n = calcNormal(o);
float lambert = sat(dot(n, L));
vec3 R = reflect(camRay.d, n);
float fresnel = sat(1.+dot(camRay.d, n));
float trans = (1.-fresnel)*.5;
vec3 ref = background(R);
float fade = 0.;
if(o.m==1.) { // hood color
float density = 0.;
for(float i=0.; i<VOLUME_STEPS; i++) {
float sd = sph(o.uv, camRay.d, vec3(0.), .8+i*.015).x;
if(sd!=MAX_DISTANCE) {
vec2 intersect = o.uv.xz+camRay.d.xz*sd;
vec3 uv = vec3(atan(intersect.x, intersect.y), length(intersect.xy), o.uv.z);
density += VolTex(o.uv, uv, 1.4+i*.03, o.pump);
}
}
vec4 volTex = vec4(accent, density/VOLUME_STEPS);
vec3 dif = JellyTex(o.uv).rgb;
dif *= max(.2, lambert);
col = mix(col, volTex.rgb, volTex.a);
col = mix(col, vec3(dif), .25);
col += fresnel*ref*sat(dot(up, n));
//fade
fade = max(fade, S(.0, 1., fresnel));
} else if(o.m==2.) { // inside tentacles
vec3 dif = accent;
col = mix(bg, dif, fresnel);
col *= mix(.6, 1., S(0., -1.5, o.uv.y));
float prop = o.pump+.25;
prop *= prop*prop;
col += pow(1.-fresnel, 20.)*dif*prop;
fade = fresnel;
} else if(o.m==3.) { // outside tentacles
vec3 dif = accent;
float d = S(100., 13., o.d);
col = mix(bg, dif, pow(1.-fresnel, 5.)*d);
}
fade = max(fade, S(0., 100., o.d));
col = mix(col, bg, fade);
if(o.m==4.)
col = vec3(1., 0., 0.);
}
else
col = bg;
return col;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
float t = iGlobalTime*.04;
vec2 uv = (fragCoord.xy / iResolution.xy);
uv -= .5;
uv.y *= iResolution.y/iResolution.x;
vec2 m = iMouse.xy/iResolution.xy;
if(m.x<0.05 || m.x>.95) { // move cam automatically when mouse is not used
m = vec2(t*.25, SIN(t*pi)*.5+.5);
}
accent = mix(accentColor1, accentColor2, SIN(t*15.456));
bg = mix(secondColor1, secondColor2, SIN(t*7.345231));
float turn = (.1-m.x)*twopi;
float s = sin(turn);
float c = cos(turn);
mat3 rotX = mat3(c, 0., s, 0., 1., 0., s, 0., -c);
#ifdef SINGLE
float camDist = -10.;
#else
float camDist = -.1;
#endif
vec3 lookAt = vec3(0., -1., 0.);
vec3 camPos = vec3(0., INVERTMOUSE*camDist*cos((m.y)*pi), camDist)*rotX;
CameraSetup(uv, camPos+lookAt, lookAt, 1.);
vec3 col = render(uv, cam.ray, 0.);
col = pow(col, vec3(mix(1.5, 2.6, SIN(t+pi)))); // post-processing
float d = 1.-dot(uv, uv); // vignette
col *= (d*d*d)+.1;
fragColor = vec4(col, 1.);
}
vec3 getSkyboxColor()
{
return mainImage();
}