//------------------------------------------------------------------------------ // 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