diff options
Diffstat (limited to 'v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl')
-rw-r--r-- | v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl | 568 |
1 files changed, 568 insertions, 0 deletions
diff --git a/v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl b/v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl new file mode 100644 index 0000000..bea60d5 --- /dev/null +++ b/v_windows/v/examples/sokol/04_multi_shader_glsl/rt_glsl_puppy.glsl @@ -0,0 +1,568 @@ +//------------------------------------------------------------------------------ +// Shader code for texcube-sapp sample. +// +// NOTE: This source file also uses the '#pragma sokol' form of the +// custom tags. +//------------------------------------------------------------------------------ +//#pragma sokol @ctype mat4 hmm_mat4 + +#pragma sokol @vs vs_p +uniform vs_params_p { + mat4 mvp; +}; + +in vec4 pos; +in vec4 color0; +in vec2 texcoord0; + +out vec4 color; +out vec2 uv; + +void main() { + gl_Position = mvp * pos; + color = color0; + uv = texcoord0; +} +#pragma sokol @end + +#pragma sokol @fs fs_p +uniform sampler2D tex; +uniform fs_params_p { + vec2 iResolution; + vec2 iMouse; + float iTime; + float iFrame; +}; + +in vec4 color; +in vec2 uv; +out vec4 frag_color; + +// change to 0 to 4 to increment the AntiAliasing, +// increase AA will SLOW the rendering!! +#define AA 1 + +//********************************************************* +// Ray Marching +// original code from: https://www.shadertoy.com/view/Xds3zN +//********************************************************* +// Created by inigo quilez - iq/2019 +// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes. +// You cannot use, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project. +// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org". +// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out. + + +// An animation test - a happy and blobby creature +// jumping and looking around. It gets off-model very +// often, but it looks good enough I think. +// +// Making-of with math/shader/art explanations (6 hours +// long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q +// +// Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ +// +// Buy a metal print here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP + +//------------------------------------------------------------------ + + +// http://iquilezles.org/www/articles/smin/smin.htm +float smin( float a, float b, float k ) +{ + float h = max(k-abs(a-b),0.0); + return min(a, b) - h*h*0.25/k; +} + +// http://iquilezles.org/www/articles/smin/smin.htm +vec2 smin( vec2 a, vec2 b, float k ) +{ + float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 ); + return mix( b, a, h ) - k*h*(1.0-h); +} + +// http://iquilezles.org/www/articles/smin/smin.htm +float smax( float a, float b, float k ) +{ + float h = max(k-abs(a-b),0.0); + return max(a, b) + h*h*0.25/k; +} + +// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm +float sdSphere( vec3 p, float s ) +{ + return length(p)-s; +} + +// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm +float sdEllipsoid( in vec3 p, in vec3 r ) // approximated +{ + float k0 = length(p/r); + float k1 = length(p/(r*r)); + return k0*(k0-1.0)/k1; +} + +vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated +{ + vec3 pa = p-a, ba = b-a; + float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); + return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h ); +} + +// http://iquilezles.org/www/articles/smin/smin.htm +vec4 opU( vec4 d1, vec4 d2 ) +{ + return (d1.x<d2.x) ? d1 : d2; +} + +//------------------------------------------------------------------ + +#define ZERO (min(int(iFrame),0)) + +//------------------------------------------------------------------ + +float href; +float hsha; + +vec4 map( in vec3 pos, float atime ) +{ + hsha = 1.0; + + float t1 = fract(atime); + float t4 = abs(fract(atime*0.5)-0.5)/0.5; + + float p = 4.0*t1*(1.0-t1); + float pp = 4.0*(1.0-2.0*t1); // derivative of p + + vec3 cen = vec3( 0.5*(-1.0 + 2.0*t4), + pow(p,2.0-p) + 0.1, + floor(atime) + pow(t1,0.7) -1.0 ); + + // body + vec2 uu = normalize(vec2( 1.0, -pp )); + vec2 vv = vec2(-uu.y, uu.x); + + float sy = 0.5 + 0.5*p; + float compress = 1.0-smoothstep(0.0,0.4,p); + sy = sy*(1.0-compress) + compress; + float sz = 1.0/sy; + + vec3 q = pos - cen; + float rot = -0.25*(-1.0 + 2.0*t4); + float rc = cos(rot); + float rs = sin(rot); + q.xy = mat2x2(rc,rs,-rs,rc)*q.xy; + vec3 r = q; + href = q.y; + q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) ); + + vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 ); + + if( res.x-1.0 < pos.y ) // bounding volume + { + float t2 = fract(atime+0.8); + float p2 = 0.5-0.5*cos(6.2831*t2); + r.z += 0.05-0.2*p2; + r.y += 0.2*sy-0.2; + vec3 sq = vec3( abs(r.x), r.yz ); + + // head + vec3 h = r; + float hr = sin(0.791*atime); + hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr)); + h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz; + vec3 hq = vec3( abs(h.x), h.yz ); + float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) ); + float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) ); + d = smin( d, d2, 0.1 ); + res.x = smin( res.x, d, 0.1 ); + + // belly wrinkles + { + float yy = r.y-0.02-2.5*r.x*r.x; + res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy))); + } + + // arms + { + vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 ); + res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) ); + } + + // ears + { + float t3 = fract(atime+0.9); + float p3 = 4.0*t3*(1.0-t3); + vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 ); + res.xz = smin( res.xz, ear, 0.01 ); + } + + // mouth + { + d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) ); + res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0); + res.x = smax( res.x, -d, 0.03 ); + } + + // legs + { + float t6 = cos(6.2831*(atime*0.5+0.25)); + float ccc = cos(1.57*t6*sign(r.x)); + float sss = sin(1.57*t6*sign(r.x)); + vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy; + vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 ); + res.xz = smin( res.xz, legs, 0.07 ); + } + + // eye + { + float blink = pow(0.5+0.5*sin(2.1*iTime),20.0); + float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink); + res.x = smin( res.x, eyeball, 0.03 ); + + vec3 cq = hq-vec3(0.1,0.34,0.08); + cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy; + d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) ); + res.x = smin( res.x, d, 0.03 ); + + float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1))); + res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo)); + res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0)); + } + } + + // ground + float fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0)); + float t5f = fract(atime+0.05); + float t5i = floor(atime+0.05); + float bt4 = abs(fract(t5i*0.5)-0.5)/0.5; + vec2 bcen = vec2( 0.5*(-1.0+2.0*bt4),t5i+pow(t5f,0.7)-1.0 ); + + float k = length(pos.xz-bcen); + float tt = t5f*15.0-6.2831 - k*3.0; + fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5f); + float d = pos.y - fh; + + // bubbles + { + vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5); + vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) ); + float fid = id.x*11.1 + id.y*31.7; + float fy = fract(fid*1.312+atime*0.1); + float y = -1.0+4.0*fy; + vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7); + rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0)); + float siz = 4.0*fy*(1.0-fy); + float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad ); + + d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)); + d2 *= 0.6; + d2 = min(d2,2.0); + d = smin( d, d2, 0.32 ); + if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); } + } + + // candy + { + float fs = 5.0; + vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z ); + vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) ); + vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5); + vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) ); + float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1); + float fid = id.x*0.143 + id.y*0.372; + float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95); + d = sdSphere( vp, 0.35*ra )/fs; + if( d<res.x ) res = vec4(d,5.0,qos.y,1.0); + } + + return res; +} + +vec4 raycast( in vec3 ro, in vec3 rd, float time ) +{ + vec4 res = vec4(-1.0,-1.0,0.0,1.0); + + float tmin = 0.5; + float tmax = 20.0; + + #if 1 + // raytrace bounding plane + float tp = (3.5-ro.y)/rd.y; + if( tp>0.0 ) tmax = min( tmax, tp ); + #endif + + // raymarch scene + float t = tmin; + for( int i=0; i<256 && t<tmax; i++ ) + { + vec4 h = map( ro+rd*t, time ); + if( abs(h.x)<(0.0005*t) ) + { + res = vec4(t,h.yzw); + break; + } + t += h.x; + } + + return res; +} + +// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm +float calcSoftshadow( in vec3 ro, in vec3 rd, float time ) +{ + float res = 1.0; + + float tmax = 12.0; + #if 1 + float tp = (3.5-ro.y)/rd.y; // raytrace bounding plane + if( tp>0.0 ) tmax = min( tmax, tp ); + #endif + + float t = 0.02; + for( int i=0; i<50; i++ ) + { + float h = map( ro + rd*t, time ).x; + res = min( res, mix(1.0,16.0*h/t, hsha) ); + t += clamp( h, 0.05, 0.40 ); + if( res<0.005 || t>tmax ) break; + } + return clamp( res, 0.0, 1.0 ); +} + +// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm +vec3 calcNormal( in vec3 pos, float time ) +{ + +#if 0 + vec2 e = vec2(1.0,-1.0)*0.5773*0.001; + return normalize( e.xyy*map( pos + e.xyy, time ).x + + e.yyx*map( pos + e.yyx, time ).x + + e.yxy*map( pos + e.yxy, time ).x + + e.xxx*map( pos + e.xxx, time ).x ); +#else + // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times + vec3 n = vec3(0.0); + for( int i=ZERO; i<4; i++ ) + { + vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0); + n += e*map(pos+0.001*e,time).x; + } + return normalize(n); +#endif +} + +float calcOcclusion( in vec3 pos, in vec3 nor, float time ) +{ + float occ = 0.0; + float sca = 1.0; + for( int i=ZERO; i<5; i++ ) + { + float h = 0.01 + 0.11*float(i)/4.0; + vec3 opos = pos + h*nor; + float d = map( opos, time ).x; + occ += (h-d)*sca; + sca *= 0.95; + } + return clamp( 1.0 - 2.0*occ, 0.0, 1.0 ); +} + +vec3 render( in vec3 ro, in vec3 rd, float time ) +{ + // sky dome + vec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5; + // sky clouds + vec2 uv = 1.5*rd.xz/rd.y; + float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1; + cl += 0.5*(sin(uv.x)+sin(uv.y)); + col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4)); + // sky horizon + col = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) ); + + + // scene geometry + vec4 res = raycast(ro,rd, time); + if( res.y>-0.5 ) + { + float t = res.x; + vec3 pos = ro + t*rd; + vec3 nor = calcNormal( pos, time ); + vec3 ref = reflect( rd, nor ); + float focc = res.w; + + // material + col = vec3(0.2); + float ks = 1.0; + + if( res.y>4.5 ) // candy + { + col = vec3(0.14,0.048,0.0); + vec2 id = floor(5.0*pos.xz+0.5); + col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) ); + col = max(col,0.0); + focc = clamp(4.0*res.z,0.0,1.0); + } + else if( res.y>3.5 ) // eyeball + { + col = vec3(0.0); + } + else if( res.y>2.5 ) // iris + { + col = vec3(0.4); + } + else if( res.y>1.5 ) // body + { + col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z); + col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href)); + } + else // terrain + { + // base green + col = vec3(0.05,0.09,0.02); + float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z))); + col += f*vec3(0.06,0.06,0.02); + ks = 0.5 + pos.y*0.15; + + // footprints + vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 ); + float mark = 1.0-smoothstep(0.1, 0.5, length(mp)); + mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) ); + col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark ); + ks *= 1.0-0.5*mark; + } + + // lighting (sun, sky, bounce, back, sss) + float occ = calcOcclusion( pos, nor, time )*focc; + float fre = clamp(1.0+dot(nor,rd),0.0,1.0); + + vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) ); + float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 ); + vec3 sun_hal = normalize( sun_lig-rd ); + float sun_sha = calcSoftshadow( pos, sun_lig, time ); + float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0)); + float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 )); + float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0)); + float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0); + float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 ); + float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha); + + vec3 lin = vec3(0.0); + lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha); + lin += sky_dif*vec3(0.50,0.70,1.00)*occ; + lin += bou_dif*vec3(0.20,0.70,0.10)*occ; + lin += bac_dif*vec3(0.45,0.35,0.25)*occ; + lin += sss_dif*vec3(3.25,2.75,2.50)*occ; + col = col*lin; + col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha; + col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ; + + col = pow(col,vec3(0.8,0.9,1.0) ); + + // fog + col = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) ); + } + + return col; +} + +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 = ( cross(cu,cw) ); + return mat3( cu, cv, cw ); +} + +//void mainImage( out vec4 fragColor, in vec2 fragCoord ) +vec4 mainImage( vec2 fragCoord ) +{ + vec3 tot = vec3(0.0); +#if AA>1 + for( int m=ZERO; m<AA; m++ ) + for( int n=ZERO; n<AA; n++ ) + { + // pixel coordinates + vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5; + vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y; + // time coordinate (motion blurred, shutter=0.5) + float d = 0.5+0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0); + float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA); +#else + vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y; + float time = iTime; +#endif + time += -2.6; + time *= 0.9; + + // camera + float cl = sin(0.5*time); + float an = 1.57 + 0.7*sin(0.15*time); + vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl); + vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) ); + float ti = fract(time-0.15); + ti = 4.0*ti*(1.0-ti); + ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl); + + // camera bounce + float t4 = abs(fract(time*0.5)-0.5)/0.5; + float bou = -1.0 + 2.0*t4; + ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) ); + + // camera-to-world rotation + mat3 ca = setCamera( ro, ta, 0.0 ); + + // ray direction + vec3 rd = ca * normalize( vec3(p,1.8) ); + + // render + vec3 col = render( ro, rd, time ); + + // color grading + col = col*vec3(1.11,0.89,0.79); + + // compress + col = 1.35*col/(1.0+col); + + // gamma + col = pow( col, vec3(0.4545) ); + + tot += col; +#if AA>1 + } + tot /= float(AA*AA); +#endif + + // s-surve + tot = clamp(tot,0.0,1.0); + tot = tot*tot*(3.0-2.0*tot); + + // vignetting + vec2 q = fragCoord/iResolution.xy; + tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25); + + // output + //fragColor = vec4( tot, 1.0 ); + return vec4( tot, 1.0 ); +} + +//********************************************************* +// END Ray Marching +//********************************************************* + +void main() { + vec4 c = color; + vec4 txt = texture(tex, uv); + c = txt * c; + vec2 uv1 = uv * iResolution; + vec4 col_ray = mainImage(uv1); + + // use this to mix the chessboart texture with the ray marching + //frag_color = clamp(c*iMouse.y/512.0,0.0,1.0) * col_ray ; + + frag_color = c*0.00001 + col_ray ; +} + +#pragma sokol @end + +#pragma sokol @program rt_puppy vs_p fs_p |