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Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS

This commit is contained in:
Meatcorps 2026-05-24 12:19:24 +02:00
commit 7cd46c491f
82 changed files with 767 additions and 753 deletions

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -10,11 +10,11 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
void main()
{

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
@ -23,8 +23,8 @@ vec4 PostFX(sampler2D tex, vec2 uv)
{
vec4 c = vec4(0.0);
float size = stitchingSize;
vec2 cPos = uv * vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos / vec2(size, size));
vec2 cPos = uv*vec2(renderWidth, renderHeight);
vec2 tlPos = floor(cPos/vec2(size, size));
tlPos *= size;
int remX = int(mod(cPos.x, size));
@ -38,11 +38,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
}
else
{
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
if (invert == 1) c = texture2D(tex, tlPos*vec2(1.0/renderWidth, 1.0/renderHeight))*1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}

View file

@ -16,7 +16,7 @@ float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{
@ -34,4 +34,4 @@ void main()
color = color/9.5;
gl_FragColor = color;
}
}

View file

@ -7,12 +7,12 @@ precision mediump float;
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@ -38,7 +38,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);

View file

@ -10,29 +10,29 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const float PI = 3.1415926535;
void main()
{
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float apertureHalf = 0.5*aperture*(PI/180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
vec2 xy = 2.0*fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
d = length(xy*maxFactor);
float z = sqrt(1.0 - d*d);
float r = atan(d, z)/PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
uv.x = r*cos(phi) + 0.5;
uv.y = r*sin(phi) + 0.5;
}
else
{

View file

@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -1,5 +1,7 @@
#version 100
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
varying vec2 fragTexCoord;
@ -11,6 +13,7 @@ uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = gl_FragCoord.z;
gl_FragDepthEXT = gl_FragCoord.z;
}

View file

@ -1,8 +1,11 @@
#version 100
#extension GL_EXT_frag_depth : enable //Extension required for writing depth
#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
#define ZERO 0
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
@ -17,23 +20,22 @@ uniform vec3 camPos;
uniform vec3 camDir;
uniform vec2 screenCenter;
#define ZERO 0
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist){
// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist)
{
float local_z = dot(normalize(camDir),rd)*Idist;
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
}
// https://iquilezles.org/articles/distfunctions/
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
// SRC: https://iquilezles.org/articles/distfunctions/
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
{
p.x = abs(p.x);
float l = length(p.xy);
p.xy = mat2(-c.x, c.y,
c.y, c.x)*p.xy;
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
(p.x>0.0)?p.y:l );
(p.x>0.0)?p.y:l);
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
@ -44,67 +46,70 @@ float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
// r = sphere's radius
// h = cutting's plane's position
// t = thickness
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
{
// Six way symetry Transformation
vec3 ap = abs(p);
if(ap.x < max(ap.y, ap.z)){
if(ap.y < ap.z) ap.xz = ap.zx;
if (ap.x < max(ap.y, ap.z)){
if (ap.y < ap.z) ap.xz = ap.zx;
else ap.xy = ap.yx;
}
vec2 q = vec2( length(ap.yz), ap.x );
vec2 q = vec2(length(ap.yz), ap.x);
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
}
// https://iquilezles.org/articles/boxfunctions
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
vec3 n = m*ro;
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
return vec2(max(max(t1.x, t1.y), t1.z),
min(min(t2.x, t2.y), t2.z));
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
return (d1.x<d2.x) ? d1 : d2;
}
vec2 map( in vec3 pos ){
vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
vec2 map(in vec3 pos)
{
vec2 res = vec2(sdHorseshoe(pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
return res;
}
// https://www.shadertoy.com/view/Xds3zN
vec2 raycast( in vec3 ro, in vec3 rd ){
// SRC: https://www.shadertoy.com/view/Xds3zN
vec2 raycast(in vec3 ro, in vec3 rd)
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// raytrace floor plane
// Raytrace floor plane
float tp1 = (-ro.y)/rd.y;
if( tp1>0.0 )
if (tp1>0.0)
{
tmax = min( tmax, tp1 );
res = vec2( tp1, 1.0 );
tmax = min(tmax, tp1);
res = vec2(tp1, 1.0);
}
float t = tmin;
for( int i=0; i<70 ; i++ )
for (int i=0; i<70 ; i++)
{
if(t>tmax) break;
vec2 h = map( ro+rd*t );
if( abs(h.x)<(0.0001*t) )
if (t>tmax) break;
vec2 h = map(ro+rd*t);
if (abs(h.x) < (0.0001*t))
{
res = vec2(t,h.y);
break;
@ -117,54 +122,54 @@ vec2 raycast( in vec3 ro, in vec3 rd ){
// https://iquilezles.org/articles/rmshadows
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
// bounding volume
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
float tp = (0.8-ro.y)/rd.y; if (tp>0.0) tmax = min(tmax, tp);
float res = 1.0;
float t = mint;
for( int i=ZERO; i<24; i++ )
for (int i = ZERO; i < 24; i++)
{
float h = map( ro + rd*t ).x;
float h = map(ro + rd*t).x;
float s = clamp(8.0*h/t,0.0,1.0);
res = min( res, s );
t += clamp( h, 0.01, 0.2 );
if( res<0.004 || t>tmax ) break;
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if (res<0.004 || t>tmax) break;
}
res = clamp( res, 0.0, 1.0 );
res = clamp(res, 0.0, 1.0);
return res*res*(3.0-2.0*res);
}
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
}
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float occ = 0.0;
float sca = 1.0;
for( int i=ZERO; i<5; i++ )
for (int i = ZERO; i < 5; i++)
{
float h = 0.01 + 0.12*float(i)/4.0;
float d = map( pos + h*nor ).x;
float d = map(pos + h*nor).x;
occ += (h-d)*sca;
sca *= 0.95;
if( occ>0.35 ) break;
if (occ>0.35) break;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
}
// https://iquilezles.org/articles/checkerfiltering
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@ -175,7 +180,7 @@ float checkersGradBox( in vec2 p )
}
// https://www.shadertoy.com/view/tdS3DG
vec4 render( in vec3 ro, in vec3 rd)
vec4 render(in vec3 ro, in vec3 rd)
{
// background
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
@ -183,37 +188,37 @@ vec4 render( in vec3 ro, in vec3 rd)
// raycast scene
vec2 res = raycast(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
float m = res.y;
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
float ks = 1.0;
if( m<1.5 )
if (m<1.5)
{
float f = checkersGradBox( 3.0*pos.xz);
float f = checkersGradBox(3.0*pos.xz);
col = 0.15 + f*vec3(0.05);
ks = 0.4;
}
// lighting
float occ = calcAO( pos, nor );
float occ = calcAO(pos, nor);
vec3 lin = vec3(0.0);
vec3 lin = vec3(0.0);
// sun
{
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
vec3 hal = normalize( lig-rd );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
//if( dif>0.0001 )
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
vec3 lig = normalize(vec3(-0.5, 0.4, -0.6));
vec3 hal = normalize(lig-rd);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
//if (dif>0.0001)
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
@ -222,38 +227,39 @@ vec4 render( in vec3 ro, in vec3 rd)
}
// sky
{
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
float dif = sqrt(clamp(0.5+0.5*nor.y, 0.0, 1.0));
dif *= occ;
float spe = smoothstep( -0.2, 0.2, ref.y );
float spe = smoothstep(-0.2, 0.2, ref.y);
spe *= dif;
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
//if( spe>0.001 )
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0);
//if (spe>0.001)
spe *= calcSoftshadow(pos, ref, 0.02, 2.5);
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
}
// back
{
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dif = clamp(dot(nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
dif *= occ;
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
}
// sss
{
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
dif *= occ;
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
}
col = lin;
col = lin;
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
}
return vec4(vec3( clamp(col,0.0,1.0) ),t);
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
vec3 CalcRayDir(vec2 nCoord)
{
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
vec3 vertical = normalize(cross(horizontal,camDir));
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
@ -261,11 +267,11 @@ vec3 CalcRayDir(vec2 nCoord){
mat3 setCamera()
{
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = ( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cw = normalize(camDir);
vec3 cp = vec3(0.0, 1.0 ,0.0);
vec3 cu = normalize(cross(cw,cp));
vec3 cv = (cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
@ -275,14 +281,15 @@ void main()
// focal length
float fl = length(camDir);
vec3 rd = ca * normalize( vec3(nCoord,fl) );
vec3 rd = ca*normalize(vec3(nCoord,fl));
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
float depth = gl_FragCoord.z;
{
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
vec4 res = render(camPos - vec3(0.0, 0.0, 0.0) , rd);
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
gl_FragDepthEXT = depth;
gl_FragDepthEXT = depth;
}

View file

@ -6,59 +6,58 @@ precision mediump float;
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 screenDims; // Dimensions of the screen
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int MAX_ITERATIONS = 48; // Max iterations to do
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 1.0; // Number of times the color palette repeats.
// Square a complex number
vec2 ComplexSquare(vec2 z)
{
return vec2(
z.x * z.x - z.y * z.y,
z.x * z.y * 2.0
);
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
}
// Convert Hue Saturation Value (HSV) color into RGB
vec3 Hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what MAX_ITERATIONS is for.
Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
z.x += offset.x;
z.y += offset.y;
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)
for (int iterations = 0; iterations < maxIterations; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
if (dot(z, z) > 4.0) break;
@ -66,18 +65,18 @@ void main()
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

View file

@ -12,18 +12,12 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
int useSampler;
sampler2D sampler;
};
struct Light {
int enabled;
int type;
@ -46,6 +40,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -73,7 +69,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

View file

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

View file

@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -12,7 +12,7 @@ uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -2,7 +2,7 @@
precision mediump float;
const int colors = 8;
const int MAX_INDEXED_COLORS = 8;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
@ -10,7 +10,8 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform ivec3 palette[colors];
uniform ivec3 palette[MAX_INDEXED_COLORS];
//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
void main()
{
@ -18,13 +19,13 @@ void main()
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0..1] to [0..255]
int index = int(texelColor.r*255.0);
ivec3 color = ivec3(0);
// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
// a constantmust be used, so this logic...
// a constant must be used, so this logic...
if (index == 0) color = palette[0];
else if (index == 1) color = palette[1];
else if (index == 2) color = palette[2];
@ -34,8 +35,9 @@ void main()
else if (index == 6) color = palette[6];
else if (index == 7) color = palette[7];
//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// are defined in the range [0..255] and need to be normalized to [0..1]
gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
}

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float gamma = 0.6;
float numColors = 8.0;

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -1,9 +1,9 @@
#version 100
precision mediump float;
#extension GL_OES_standard_derivatives : enable
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
@ -34,46 +34,46 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
#define AA 1 // make this 1 is your machine is too slow
#define AA 1 // make this 1 if your machine is too slow
//------------------------------------------------------------------
float sdPlane( vec3 p )
float sdPlane(vec3 p)
{
return p.y;
}
float sdSphere( vec3 p, float s )
float sdSphere(vec3 p, float s)
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
float sdBox(vec3 p, vec3 b)
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r )
float sdEllipsoid(in vec3 p, in vec3 r)
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
return (length(p/r) - 1.0)*min(min(r.x,r.y),r.z);
}
float udRoundBox( vec3 p, vec3 b, float r )
float udRoundBox(vec3 p, vec3 b, float r)
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( vec3 p, vec2 t )
float sdTorus(vec3 p, vec2 t)
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
return length(vec2(length(p.xz)-t.x,p.y))-t.y;
}
float sdHexPrism( vec3 p, vec2 h )
float sdHexPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
#if 0
@ -85,24 +85,24 @@ float sdHexPrism( vec3 p, vec2 h )
#endif
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
float sdCapsule(vec3 p, vec3 a, vec3 b, float r)
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0);
return length(pa - ba*h) - r;
}
float sdEquilateralTriangle( in vec2 p )
float sdEquilateralTriangle( in vec2 p)
{
const float k = sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
if (p.x + k*p.y > 0.0) p = vec2(p.x - k*p.y, -k*p.x - p.y)/2.0;
p.x += 2.0 - 2.0*clamp((p.x+2.0)/2.0, 0.0, 1.0);
return -length(p)*sign(p.y);
}
float sdTriPrism( vec3 p, vec2 h )
float sdTriPrism(vec3 p, vec2 h)
{
vec3 q = abs(p);
float d1 = q.z-h.y;
@ -117,95 +117,95 @@ float sdTriPrism( vec3 p, vec2 h )
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( vec3 p, vec2 h )
float sdCylinder(vec3 p, vec2 h)
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in vec3 p, in vec3 c )
float sdCone(in vec3 p, in vec3 c)
{
vec2 q = vec2( length(p.xz), p.y );
vec2 q = vec2(length(p.xz), p.y);
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
float d2 = max(dot(q,c.xy), q.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
float sdConeSection(in vec3 p, in float h, in float r1, in float r2)
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
float d2 = max(sqrt(dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
float sdPryamid4(vec3 p, vec3 h) // h = { cos a, sin a, height }
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
float box = sdBox(p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z));
float d = 0.0;
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
d = max(d, abs(dot(p, vec3(-h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( h.x, h.y, 0))));
d = max(d, abs(dot(p, vec3( 0, h.y, h.x))));
d = max(d, abs(dot(p, vec3( 0, h.y,-h.x))));
float octa = d - h.z;
return max(-box,octa); // Subtraction
}
float length2( vec2 p )
float length2(vec2 p)
{
return sqrt( p.x*p.x + p.y*p.y );
return sqrt(p.x*p.x + p.y*p.y);
}
float length6( vec2 p )
float length6(vec2 p)
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
return pow(p.x + p.y, 1.0/6.0);
}
float length8( vec2 p )
float length8(vec2 p)
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
return pow(p.x + p.y, 1.0/8.0);
}
float sdTorus82( vec3 p, vec2 t )
float sdTorus82(vec3 p, vec2 t)
{
vec2 q = vec2(length2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( vec3 p, vec2 t )
float sdTorus88(vec3 p, vec2 t)
{
vec2 q = vec2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( vec3 p, vec2 h )
float sdCylinder6(vec3 p, vec2 h)
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
return max(length6(p.xz)-h.x, abs(p.y)-h.y);
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
float opS(float d1, float d2)
{
return max(-d2,d1);
}
vec2 opU( vec2 d1, vec2 d2 )
vec2 opU(vec2 d1, vec2 d2)
{
return (d1.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
vec3 opRep(vec3 p, vec3 c)
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
vec3 opTwist(vec3 p)
{
float c = cos(10.0*p.y+10.0);
float s = sin(10.0*p.y+10.0);
@ -215,110 +215,110 @@ vec3 opTwist( vec3 p )
//------------------------------------------------------------------
vec2 map( in vec3 pos )
vec2 map(in vec3 pos)
{
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
vec2 res = opU(vec2(sdPlane( pos), 1.0),
vec2(sdSphere( pos-vec3(0.0,0.25, 0.0), 0.25), 46.9));
res = opU(res, vec2(sdBox( pos-vec3(1.0,0.25, 0.0), vec3(0.25)), 3.0));
res = opU(res, vec2(udRoundBox( pos-vec3(1.0,0.25, 1.0), vec3(0.15), 0.1), 41.0));
res = opU(res, vec2(sdTorus( pos-vec3(0.0,0.25, 1.0), vec2(0.20,0.05)), 25.0));
res = opU(res, vec2(sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9));
res = opU(res, vec2(sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05)),43.5));
res = opU(res, vec2(sdCylinder( pos-vec3(1.0,0.30,-1.0), vec2(0.1,0.2)), 8.0));
res = opU(res, vec2(sdCone( pos-vec3(0.0,0.50,-1.0), vec3(0.8,0.6,0.3)), 55.0));
res = opU(res, vec2(sdTorus82( pos-vec3(0.0,0.25, 2.0), vec2(0.20,0.05)),50.0));
res = opU(res, vec2(sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05)),43.0));
res = opU(res, vec2(sdCylinder6(pos-vec3(1.0,0.30, 2.0), vec2(0.1,0.2)), 12.0));
res = opU(res, vec2(sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05)),17.0));
res = opU(res, vec2(sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25)),37.0));
res = opU(res, vec2(opS(udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0));
res = opU(res, vec2(opS(sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep(vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0));
res = opU(res, vec2(0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0));
res = opU(res, vec2(0.5*sdTorus(opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7));
res = opU(res, vec2(sdConeSection(pos-vec3(0.0,0.35,-2.0), 0.15, 0.2, 0.1), 13.67));
res = opU(res, vec2(sdEllipsoid(pos-vec3(1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05)), 43.17));
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
vec2 castRay(in vec3 ro, in vec3 rd)
{
float tmin = 0.2;
float tmax = 30.0;
#if 1
// bounding volume
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
float tp1 = (0.0-ro.y)/rd.y; if (tp1>0.0) tmax = min(tmax, tp1);
float tp2 = (1.6-ro.y)/rd.y; if (tp2>0.0) { if (ro.y>1.6) tmin = max(tmin, tp2);
else tmax = min(tmax, tp2); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
for (int i=0; i<64; i++)
{
float precis = 0.0005*t;
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
vec2 res = map(ro+rd*t);
if (res.x<precis || t>tmax) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
if (t>tmax) m=-1.0;
return vec2(t, m);
}
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
for (int i=0; i<16; i++)
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
float h = map(ro + rd*t).x;
res = min(res, 8.0*h/t);
t += clamp(h, 0.02, 0.10);
if (h<0.001 || t>tmax) break;
}
return clamp( res, 0.0, 1.0 );
return clamp(res, 0.0, 1.0);
}
vec3 calcNormal( in vec3 pos )
vec3 calcNormal(in vec3 pos)
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
return normalize(e.xyy*map(pos + e.xyy).x +
e.yyx*map(pos + e.yyx).x +
e.yxy*map(pos + e.yxy).x +
e.xxx*map(pos + e.xxx).x);
/*
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
vec3 eps = vec3(0.0005, 0.0, 0.0);
vec3 nor = vec3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
map(pos+eps.yyx).x - map(pos-eps.yyx).x);
return normalize(nor);
*/
}
float calcAO( in vec3 pos, in vec3 nor )
float calcAO(in vec3 pos, in vec3 nor)
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
for (int i=0; i<5; i++)
{
float hr = 0.01 + 0.12*float(i)/4.0;
vec3 aopos = nor * hr + pos;
float dd = map( aopos ).x;
vec3 aopos = nor*hr + pos;
float dd = map(aopos).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
return clamp(1.0 - 3.0*occ, 0.0, 1.0);
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p )
float checkersGradBox(in vec2 p)
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
@ -328,43 +328,43 @@ float checkersGradBox( in vec2 p )
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd )
vec3 render(in vec3 ro, in vec3 rd)
{
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
if (m>-0.5)
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
vec3 nor = calcNormal(pos);
vec3 ref = reflect(rd, nor);
// material
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
col = 0.45 + 0.35*sin(vec3(0.05,0.08,0.10)*(m-1.0));
if (m<1.5)
{
float f = checkersGradBox( 5.0*pos.xz );
float f = checkersGradBox(5.0*pos.xz);
col = 0.3 + f*vec3(0.1);
}
// lighting
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
vec3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
float occ = calcAO(pos, nor);
vec3 lig = normalize(vec3(cos(-0.4*runTime), sin(0.7*runTime), -0.6));
vec3 hal = normalize(lig-rd);
float amb = clamp(0.5+0.5*nor.y, 0.0, 1.0);
float dif = clamp(dot(nor, lig), 0.0, 1.0);
float bac = clamp(dot(nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0)*clamp(1.0-pos.y,0.0,1.0);
float dom = smoothstep(-0.1, 0.1, ref.y);
float fre = pow(clamp(1.0+dot(nor,rd),0.0,1.0), 2.0);
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
dif *= calcSoftshadow(pos, lig, 0.02, 2.5);
dom *= calcSoftshadow(pos, ref, 0.02, 2.5);
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
float spe = pow(clamp(dot(nor, hal), 0.0, 1.0),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
(0.04 + 0.96*pow(clamp(1.0+dot(hal,rd),0.0,1.0), 5.0));
vec3 lin = vec3(0.0);
lin += 1.30*dif*vec3(1.00,0.80,0.55);
@ -375,51 +375,51 @@ vec3 render( in vec3 ro, in vec3 rd )
col = col*lin;
col += 10.00*spe*vec3(1.00,0.90,0.70);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
col = mix(col, vec3(0.8,0.9,1.0), 1.0-exp(-0.0002*t*t*t));
}
return vec3( clamp(col,0.0,1.0) );
return vec3(clamp(col,0.0,1.0));
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
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 = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
vec3 cu = normalize(cross(cw,cp));
vec3 cv = normalize(cross(cu,cw));
return mat3(cu, cv, cw);
}
void main()
{
vec3 tot = vec3(0.0);
#if AA>1
for( int m=0; m<AA; m++ )
for( int n=0; n<AA; n++ )
for (int m=0; m<AA; m++)
for (int n=0; n<AA; n++)
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 o = vec2(float(m),float(n))/float(AA) - 0.5;
vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
#else
vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
#endif
// RAY: Camera is provided from raylib
//vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
//vec3 ro = vec3(-0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x));
vec3 ro = viewEye;
vec3 ta = viewCenter;
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
mat3 ca = setCamera(ro, ta, 0.0);
// ray direction
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
vec3 rd = ca*normalize(vec3(p.xy,2.0));
// render
vec3 col = render( ro, rd );
vec3 col = render(ro, rd);
// gamma
col = pow( col, vec3(0.4545) );
col = pow(col, vec3(0.4545));
tot += col;
#if AA>1
@ -427,5 +427,5 @@ void main()
tot /= float(AA*AA);
#endif
gl_FragColor = vec4( tot, 1.0 );
gl_FragColor = vec4(tot, 1.0);
}

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float offset = 0.0;
float frequency = 450.0/3.0;
@ -35,7 +35,7 @@ void main()
fragColor = color;
*/
// Scanlines method 2
float globalPos = (fragTexCoord.y + offset) * frequency;
float globalPos = (fragTexCoord.y + offset)*frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
vec4 color = texture2D(texture0, fragTexCoord);

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
vec2 resolution = vec2(800.0, 450.0);
void main()
@ -20,10 +20,10 @@ void main()
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;
@ -42,5 +42,5 @@ void main()
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
gl_FragColor = vec4(color.rgb, 1.0);
}

View file

@ -10,10 +10,8 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float secondes;
uniform float seconds;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
@ -21,16 +19,17 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}