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one_cog
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351 lines (265 loc) · 8.83 KB
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#iChannel0 "file://st_texture3.png"
precision mediump float;
#define PI 3.14159265359
#define PI2 PI*2.
#define MAX_STEPS 100
#define MIN_DIST 0.001
#define FAR_DIST 10.
struct sCamera {
vec3 ro;
vec3 rd;
vec3 lookat;
float zoom;
};
sCamera setupCamera(vec2 uv, vec3 ro, vec3 lookat, float zoom) {
sCamera camera;
camera.ro = ro;
camera.lookat = lookat;
camera.zoom = zoom;
vec3 f = normalize(lookat - ro);
vec3 r = normalize(cross(vec3(0., 1., 0.), f));
vec3 u = cross(f, r);
vec3 c = ro + f * zoom;
vec3 i = c + uv.x*r + uv.y * u;
vec3 rd = normalize(i - ro);
camera.rd = rd;
return camera;
}
mat2 rotate2d(float angle) {
return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
}
vec3 Transform(vec3 p) {
// p.z += 5.*sin(iTime);
// p.x += 3.*cos(iTime);
// p.x += 2.5;
// p.yz *= rotate2d(iTime);
// p.x -= 2.5;
// p.y += sin(iTime);
return p;
}
float n21(vec2 n) {
return fract(sin(dot(n, vec2(12.9898 + floor(1.), 4.1414))) * 43758.5453);
}
float smoothNoise(vec2 uv) {
vec2 lv = smoothstep(0., 1., fract(uv));
vec2 id = floor(uv);
float bl = n21(id);
float br = n21(id + vec2(1.,0.));
float b = mix(bl, br, lv.x);
float tl = n21(id + vec2(0.,1.));
float tr = n21(id + vec2(1.,1.));
float t = mix(tl, tr, lv.x);
float n = mix(b, t, lv.y);
return n;
}
vec3 cellColor(vec2 cell, float index) {
float n = n21(cell);
float fade = 1.;
float nt = n21(vec2(ceil(iTime), index));
float ntt = n21(vec2(ceil(iTime)+ 1., index));
float baseCur = nt * 10.;
float baseNext = ntt * 10.;
float base = mix(baseCur, baseNext, fract(iTime));
if (cell.x > (base + n * 35.)) {
fade = step(n, (1. - min(1., cell.x/(60. + (cell.x - 30.)))));
}
if (n > .5) {
return vec3(0.3*n, .3*n, .1*n) * fade;
}
return vec3(0., 0.1, n) * fade;
}
vec3 starsField(vec2 uv, vec2 shift) {
vec2 id = floor(uv);
vec2 starsuv = fract(uv);
vec3 col = vec3(0.);
float n = n21(id * shift) - .5;
// float n = texture(iChannel0, vec2(id/200.)).r;
float d = length(starsuv - .5 - vec2(n, fract(n * 23423.) - .5));
float star = fract(n * 123.2) * .03 - .015;
if (star > 0.001) {
col += pow(star/d, 2.3 - sin(iTime + n*10.)*(n + .3)) * vec3(5., 5., 5. + step(star, .01) * 20.);
}
return col;
}
vec3 vStar(vec2 uv, float index) {
// vec2 uv = (fragCoord.xy - 0.5*iResolution.xy) / iResolution.y;
float d = length(uv); //*sin(uv.x/2.+uv.y/2. + .6)) + .8;
float size = 2.5;
float colls = floor(15. * (d + .3));
vec2 cellSize = vec2(60., colls);
float a = (atan(uv.x, uv.y) + PI) / PI;
vec2 id = vec2(floor(d*cellSize.x), floor(a/2. * cellSize.y));
uv.xy *= rotate2d(iTime * sin(id.x));
// uv.y *= sin(iTime);
a = (atan(uv.x, uv.y) + PI) / PI;
id = vec2(floor(d*cellSize.x), floor(a/2. * cellSize.y));
float nextY = id.y + 1.;
if (nextY == cellSize.y) {
// id.y = cellSize.y - 1.;
nextY = 0.;
}
vec2 nextCell = vec2(id.x, nextY);
vec2 cUv = vec2(fract(d * cellSize.x), fract(a/2. * cellSize.y));
vec3 col = cellColor(id, index);
vec3 nextColor = cellColor(nextCell, index);
vec3 c = mix(col, nextColor, cUv.y) * 3.;
// c = nextColor;
vec3 color = c * (1. - smoothstep(size/20., size, d*(1.5 - .7*sin(index*10. + iTime))));
return color;
}
float sdBox( vec3 p, vec3 b )
{
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
vec3 getDist(vec3 p) {
float material = 0.;
// float dK = length(p) - .4;
float c = .3;
vec3 l = vec3(0., 13., 13.);
vec3 q = p - c * clamp(round(p/c), -l, l);
vec2 id = round(p/vec3(c)).xy;
// q.xz *= rotate2d(sin(id.x));
float dK = sdBox(q, vec3(.2 + .1*sin(id.y/3. + iTime*4.),.1,.1));
float d = dK;
if (d == dK) {
material = 1.;
}
return vec3(d, material, 0.);
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(0.01, 0.);
float d = getDist(p).x;
vec3 n = d - vec3(
getDist(p - e.xyy).x,
getDist(p - e.yxy).x,
getDist(p - e.yyx).x
);
return normalize(n);
}
vec4 trace(vec3 ro, vec3 rd) {
float dt, d;
vec3 p;
vec3 dist;
for(int i = 0 ; i < MAX_STEPS ; i++) {
p = ro + rd * dt;
dist = getDist(p);
dt += dist.x * .7;
if (dist.x < MIN_DIST || dist.x > FAR_DIST) {
break;
}
}
return vec4(dist.x, dt, dist.xy);
}
vec3 getAlbedoByMaterial(float material, vec3 p, vec3 rd, vec3 normal) {
vec3 albedo = vec3(1.);
float size = 8.;
if (material == 1.) {
if (normal.x == 0. && normal.y == 0.) {
albedo = vec3(1.);
} else {
albedo = vec3(1.);
}
} else if (material == 0.) {
albedo *= vec3(.1, .5, .0);
}
return albedo;
}
vec3 getLightColor(vec3 p, vec3 n, vec3 lightPos) {
// vec3 lightPos = ;
vec3 l = normalize(lightPos - p);
float dif = clamp(0., 1., dot(n,l));
float distanceToLight = trace(p + n * (MIN_DIST*2.), l).x;
if (distanceToLight < length(lightPos - p)) {
dif *= .5;
}
return vec3(dif);
}
vec3 getSpecularColor(vec3 p, vec3 n, vec3 lightPos, vec3 viewPos) {
vec3 spec = vec3(0.);
float specularStrength = 0.5;
vec3 viewDir = normalize(p - viewPos);
vec3 reflectDir = reflect(normalize(lightPos - p), n);
float specValue = pow(max(dot(viewDir, reflectDir), 0.), 32.);
return spec + specularStrength * specValue;
}
vec3 getNormalByMaterial(float material, vec3 p) {
vec3 normal = vec3(0., 1., 0.);
if (material == 1.) {
normal = getNormal(p);
}
return normal;
}
vec3 scene3d(vec2 uv) {
vec2 mouse = iMouse.xy/iResolution.xy;
vec3 col = vec3(-1.);
sCamera camera = setupCamera(uv, vec3(2.*sin(PI2 * mouse.x),cos((PI/2.)*mouse.y),-2.*cos(PI2 * mouse.x)), vec3(0., 0., 0.), .5);
vec4 tr = trace(Transform(camera.ro), camera.rd);
float materialID = tr.a;
float distanceTo = tr.y;
vec3 lightPos = vec3(1., 1., 1.5);
if (tr.x < MIN_DIST) {
vec3 p = Transform(camera.ro) + camera.rd * distanceTo;
vec3 normal = getNormalByMaterial(materialID, p);
vec3 albedo = getAlbedoByMaterial(materialID, p, camera.rd, normal);
vec3 diffuse = getLightColor(p, normal, lightPos);
vec3 specular = vec3(0.);//getSpecularColor(p, normal, lightPos, camera.ro);
float ambient = .1;
float fade = 1.;
col = clamp(vec3(0.), vec3(1.), (ambient + diffuse + specular) * albedo) * fade;
}
return col;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy / .5 - 1.;
uv.x *= iResolution.x / iResolution.y;
// coolbg vec3(0.1, .1, 0.2)
float ct = iTime * .2;
float cn = n21(vec2(floor(ct), 41.));
vec3 cFrom = min(vec3(cn, fract(cn*10.3), fract(cn*453.33)), vec3(.5, .3, .5));
float cn1 = n21(vec2(floor(ct + 1.), 41.));
vec3 cTo = min(vec3(cn1, fract(cn1*10.3), fract(cn1*453.33)), vec3(.5, .3, .5));
vec3 skyColor = mix(cFrom, cTo, fract(ct));
vec3 color = skyColor * pow(.8/(uv.y + .8 + sin(iTime*.3) * .1), 2.);
for(float i = 1.; i < 4. ; i++) {
float t = iTime * sin(i)*cos(i+3.)/12.;
float n2 = n21(vec2(i,313.) + ceil(t));
float n1 = n21(vec2(i,313.) + ceil(t + 1.));
float nn2 = fract(n2 * 123.32);
float nn1 = fract(n1 * 123.32);
vec2 xy1 = vec2(n2*3. - 1.5, nn2*3. - 1.5);
vec2 xy2 = vec2(n1*3. - 1.5, nn1*3. - 1.5);
vec2 xy = mix(xy1, xy2, fract(t));
color = max(color, vStar(uv*(2. + sin(t)) + xy, i));
}
// color = max(color, );
// stars
float size = 10.;
float tt = iTime * .3;
vec3 sfFrom = starsField(uv * vec2(size, size)*1., vec2(floor(tt + 1.)));
vec3 sfTo = starsField(uv * vec2(size, size)*1., vec2(floor(tt + 2.)));
color = max(color, mix(sfFrom, sfTo, fract(tt)));
// size *= 4.;
// color = max(color, starsField(uv * vec2(size, size)*1.5));
size *= 2.;
color = max(color, starsField(uv * vec2(size, size)*1.5, vec2(1.)));
float groundMask = 0.;
vec3 ground = vec3(0.);
for(float i = 1.; i < 4. ; i++) {
float n = texture(iChannel0, vec2(uv.x/8. + iTime/i/24./3., (uv.y + i*5.3)/80.)).b * .5;
// n = smoothNoise(vec2(uv.x*(2. + i/2.) + iTime/i/3., i*3. + 3.))*.3;
float mask = 1. - step(n, uv.y + 1.1 - i*.2);
groundMask = max(groundMask, mask);
if (ground.x == 0.) {
ground = (skyColor - vec3(.05 * i, .05*i, .1*i)) * groundMask;
//ground = (.37 -
}
}
color = (1. - groundMask) * color + groundMask * ground;
// vec3 scenecolor = scene3d(uv);
// if (scenecolor.r != -1.) {
// color = scenecolor;
// }
fragColor = vec4(color, 1.0) ;
}