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| 1 | +#define GAMMA (2.2) |
| 2 | + |
| 3 | +vec3 localRay; |
| 4 | +void CamPolar(out vec3 pos,out vec3 ray,vec3 origin,vec2 rotation,float distance,float zoom,vec2 fragCoord) |
| 5 | +{ |
| 6 | + vec2 c=vec2(cos(rotation.x),cos(rotation.y)); |
| 7 | + vec4 s; |
| 8 | + s.xy=vec2(sin(rotation.x),sin(rotation.y)); |
| 9 | + s.zw=-s.xy; |
| 10 | + ray.xy=fragCoord.xy-iResolution.xy*.5; |
| 11 | + ray.z=iResolution.y*zoom; |
| 12 | + ray=normalize(ray); |
| 13 | + localRay=ray; |
| 14 | + ray.yz=ray.yz*c.xx+ray.zy*s.zx; |
| 15 | + ray.xz=ray.xz*c.yy+ray.zx*s.yw; |
| 16 | + pos=origin-distance*vec3(c.x*s.y,s.z,c.x*c.y); |
| 17 | +} |
| 18 | +vec2 Noise(vec3 x) |
| 19 | +{ |
| 20 | + vec3 p=floor(x),f=fract(x); |
| 21 | + f=f*f*(3.-2.*f); |
| 22 | + vec4 rg=textureLod(iChannel0,(p.xy+vec2(37,17)*p.z+f.xy+.5)/256.,0.); |
| 23 | + return mix(rg.yw,rg.xz,f.z); |
| 24 | +} |
| 25 | +vec2 NoisePrecise(vec3 x) |
| 26 | +{ |
| 27 | + vec3 p=floor(x),f=fract(x); |
| 28 | + f=f*f*(3.-2.*f); |
| 29 | + vec2 uv=p.xy+vec2(37,17)*p.z; |
| 30 | + vec4 rg=mix(mix(textureLod(iChannel0,(uv+.5)/256.,0.),textureLod(iChannel0,(uv+vec2(1,0)+.5)/256.,0.),f.x),mix(textureLod(iChannel0,(uv+vec2(0,1)+.5)/256.,0.),textureLod(iChannel0,(uv+1.5)/256.,0.),f.x),f.y); |
| 31 | + return mix(rg.yw,rg.xz,f.z); |
| 32 | +} |
| 33 | +vec4 Noise(vec2 x) |
| 34 | +{ |
| 35 | + vec2 f=fract(x.xy); |
| 36 | + f=f*f*(3.-2.*f); |
| 37 | + vec2 uv=floor(x.xy).xy+f.xy; |
| 38 | + return textureLod(iChannel0,(uv+.5)/256.,0.); |
| 39 | +} |
| 40 | +vec4 Noise(ivec2 x) |
| 41 | +{ |
| 42 | + return textureLod(iChannel0,(vec2(x)+.5)/256.,0.); |
| 43 | +} |
| 44 | +vec2 Noise(ivec3 x) |
| 45 | +{ |
| 46 | + return textureLod(iChannel0,(vec2(x)+vec2(37,17)*float(x.z)+.5)/256.,0.).xz; |
| 47 | +} |
| 48 | +float Waves(vec3 pos) |
| 49 | +{ |
| 50 | + pos*=.2*vec3(1); |
| 51 | + float f=0.; |
| 52 | + pos+=iTime*vec3(0,.1,.1); |
| 53 | + for(int i=0;i<5;i++) |
| 54 | + pos=(pos.yzx+pos.zyx*vec3(1,-1,1))/sqrt(2.),f=f*2.+abs(Noise(pos).x-.5)*2.,pos*=2.; |
| 55 | + f/=exp2(float(5)); |
| 56 | + return.5-f; |
| 57 | +} |
| 58 | +float WavesDetail(vec3 pos) |
| 59 | +{ |
| 60 | + pos*=.2*vec3(1); |
| 61 | + float f=0.; |
| 62 | + pos+=iTime*vec3(0,.1,.1); |
| 63 | + for(int i=0;i<8;i++) |
| 64 | + pos=(pos.yzx+pos.zyx*vec3(1,-1,1))/sqrt(2.),f=f*2.+abs(NoisePrecise(pos).x-.5)*2.,pos*=2.; |
| 65 | + f/=exp2(float(8)); |
| 66 | + return.5-f; |
| 67 | +} |
| 68 | +float WavesSmooth(vec3 pos) |
| 69 | +{ |
| 70 | + pos*=.2*vec3(1); |
| 71 | + float f=0.; |
| 72 | + pos+=iTime*vec3(0,.1,.1); |
| 73 | + for(int i=0;i<2;i++) |
| 74 | + pos=(pos.yzx+pos.zyx*vec3(1,-1,1))/sqrt(2.),f=f*2.+sqrt(pow(NoisePrecise(pos).x-.5,2.)+.01)*2.,pos*=2.; |
| 75 | + f/=exp2(float(2)); |
| 76 | + return.5-f; |
| 77 | +} |
| 78 | +float WaveCrests(vec3 ipos,vec2 fragCoord) |
| 79 | +{ |
| 80 | + vec3 pos=ipos; |
| 81 | + pos*=.2*vec3(1); |
| 82 | + float f=0.; |
| 83 | + pos+=iTime*vec3(0,.1,.1); |
| 84 | + vec3 pos2=pos; |
| 85 | + for(int i=0;i<6;i++) |
| 86 | + pos=(pos.yzx+pos.zyx*vec3(1,-1,1))/sqrt(2.),f=f*1.5+abs(Noise(pos).x-.5)*2.,pos*=2.; |
| 87 | + pos=pos2*exp2(float(6)); |
| 88 | + pos.y=-.05*iTime; |
| 89 | + for(int i=6;i<16;i++) |
| 90 | + pos=(pos.yzx+pos.zyx*vec3(1,-1,1))/sqrt(2.),f=f*1.5+pow(abs(Noise(pos).x-.5)*2.,1.),pos*=2.; |
| 91 | + f/=1500.; |
| 92 | + f-=Noise(ivec2(fragCoord.xy)).x*.01; |
| 93 | + return pow(smoothstep(.4,-.1,f),6.); |
| 94 | +} |
| 95 | +vec3 Sky(vec3 ray) |
| 96 | +{ |
| 97 | + return vec3(.4,.45,.5); |
| 98 | +} |
| 99 | +vec3 boatRight,boatUp,boatForward,boatPosition; |
| 100 | +void ComputeBoatTransform() |
| 101 | +{ |
| 102 | + vec3 samples[5]; |
| 103 | + samples[0]=vec3(0); |
| 104 | + samples[1]=vec3(0,0,.5); |
| 105 | + samples[2]=vec3(0,0,-.5); |
| 106 | + samples[3]=vec3(.5,0,0); |
| 107 | + samples[4]=vec3(-.5,0,0); |
| 108 | + samples[0].y=WavesSmooth(samples[0]); |
| 109 | + samples[1].y=WavesSmooth(samples[1]); |
| 110 | + samples[2].y=WavesSmooth(samples[2]); |
| 111 | + samples[3].y=WavesSmooth(samples[3]); |
| 112 | + samples[4].y=WavesSmooth(samples[4]); |
| 113 | + boatPosition=(samples[0]+samples[1]+samples[2]+samples[3]+samples[4])/5.; |
| 114 | + boatRight=samples[3]-samples[4]; |
| 115 | + boatForward=samples[1]-samples[2]; |
| 116 | + boatUp=normalize(cross(boatForward,boatRight)); |
| 117 | + boatRight=normalize(cross(boatUp,boatForward)); |
| 118 | + boatForward=normalize(boatForward); |
| 119 | + boatPosition+=0.*boatUp; |
| 120 | +} |
| 121 | +vec3 WorldToBoat(vec3 dir) |
| 122 | +{ |
| 123 | + return vec3(dot(dir,boatRight),dot(dir,boatUp),dot(dir,boatForward)); |
| 124 | +} |
| 125 | +float TraceBoat(vec3 pos,vec3 ray) |
| 126 | +{ |
| 127 | + vec3 c=boatPosition; |
| 128 | + c-=pos; |
| 129 | + float t=dot(c,ray),p=length(c-t*ray); |
| 130 | + return p>1.? |
| 131 | + 0.: |
| 132 | + t-sqrt(1.-p*p); |
| 133 | +} |
| 134 | +vec3 ShadeBoat(vec3 pos,vec3 ray) |
| 135 | +{ |
| 136 | + pos-=boatPosition; |
| 137 | + vec3 norm=normalize(pos); |
| 138 | + pos=WorldToBoat(pos); |
| 139 | + vec3 lightDir=normalize(vec3(-2,3,1)); |
| 140 | + float aa=4./iResolution.x; |
| 141 | + vec3 albedo=vec3(1,.01,0); |
| 142 | + albedo=mix(vec3(.04),albedo,smoothstep(.25-aa,.25,abs(pos.y))); |
| 143 | + albedo=mix(mix(vec3(1),vec3(.04),smoothstep(-aa*4.,aa*4.,cos(atan(pos.x,pos.z)*6.))),albedo,smoothstep(.2-aa*1.5,.2,abs(pos.y))); |
| 144 | + albedo=mix(vec3(.04),albedo,smoothstep(.05-aa,.05,abs(abs(pos.y)-.6))); |
| 145 | + albedo=mix(vec3(1,.8,.08),albedo,smoothstep(.05-aa,.05,abs(abs(pos.y)-.65))); |
| 146 | + vec3 col=albedo*(smoothstep(-.1,1.,dot(norm,lightDir))*vec3(1,.9,.8)+vec3(.06,.1,.1)),specular=pow(max(0.,dot(norm,normalize(lightDir-ray))),1e2)*1e2/32.*vec3(1),rr=reflect(ray,norm); |
| 147 | + specular+=mix(vec3(0,.04,.04),Sky(rr),smoothstep(-.1,.1,rr.y)); |
| 148 | + float fresnel=pow(1.-abs(dot(norm,ray)),5.); |
| 149 | + fresnel=mix(.001,1.,fresnel); |
| 150 | + col=mix(col,specular,fresnel); |
| 151 | + return col; |
| 152 | +} |
| 153 | +float OceanDistanceField(vec3 pos) |
| 154 | +{ |
| 155 | + return pos.y-Waves(pos); |
| 156 | +} |
| 157 | +float OceanDistanceFieldDetail(vec3 pos) |
| 158 | +{ |
| 159 | + return pos.y-WavesDetail(pos); |
| 160 | +} |
| 161 | +vec3 OceanNormal(vec3 pos) |
| 162 | +{ |
| 163 | + vec3 norm; |
| 164 | + vec2 d=vec2(.01*length(pos),0); |
| 165 | + norm.x=OceanDistanceFieldDetail(pos+d.xyy)-OceanDistanceFieldDetail(pos-d.xyy); |
| 166 | + norm.y=OceanDistanceFieldDetail(pos+d.yxy)-OceanDistanceFieldDetail(pos-d.yxy); |
| 167 | + norm.z=OceanDistanceFieldDetail(pos+d.yyx)-OceanDistanceFieldDetail(pos-d.yyx); |
| 168 | + return normalize(norm); |
| 169 | +} |
| 170 | +float TraceOcean(vec3 pos,vec3 ray) |
| 171 | +{ |
| 172 | + float h=1.,t=0.; |
| 173 | + for(int i=0;i<100;i++) |
| 174 | + { |
| 175 | + if(h<.01||t>1e2) |
| 176 | + break; |
| 177 | + h=OceanDistanceField(pos+t*ray); |
| 178 | + t+=h; |
| 179 | + } |
| 180 | + return h>.1? |
| 181 | + 0.: |
| 182 | + t; |
| 183 | +} |
| 184 | +vec3 ShadeOcean(vec3 pos,vec3 ray,vec2 fragCoord) |
| 185 | +{ |
| 186 | + vec3 norm=OceanNormal(pos); |
| 187 | + float ndotr=dot(ray,norm); |
| 188 | + vec3 reflectedRay=ray-2.*norm*ndotr,refractedRay=ray+(-cos(1.33*acos(-ndotr))-ndotr)*norm; |
| 189 | + refractedRay=normalize(refractedRay); |
| 190 | + vec3 reflection=Sky(reflectedRay); |
| 191 | + float t=TraceBoat(pos-0.*reflectedRay,reflectedRay); |
| 192 | + if(t>0.) |
| 193 | + reflection=ShadeBoat(pos+t*reflectedRay,reflectedRay); |
| 194 | + t=TraceBoat(pos-0.*refractedRay,refractedRay); |
| 195 | + vec3 col=vec3(0,.04,.04); |
| 196 | + if(t>0.) |
| 197 | + col=mix(col,ShadeBoat(pos+t*refractedRay,refractedRay),exp(-t)); |
| 198 | + col=mix(col,reflection,pow(1.-abs(ndotr),5.)); |
| 199 | + col=mix(col,vec3(1),WaveCrests(pos,fragCoord)); |
| 200 | + return col; |
| 201 | +} |
| 202 | +void mainImage(out vec4 fragColor,vec2 fragCoord) |
| 203 | +{ |
| 204 | + ComputeBoatTransform(); |
| 205 | + vec2 camRot=vec2(.5)+vec2(-.35,4.5)*(iMouse.yx/iResolution.yx); |
| 206 | + vec3 pos,ray; |
| 207 | + CamPolar(pos,ray,vec3(0),camRot,3.,1.,fragCoord); |
| 208 | + float to=TraceOcean(pos,ray),tb=TraceBoat(pos,ray); |
| 209 | + vec3 result; |
| 210 | + result=to>0.&&(to<tb||tb==0.)? |
| 211 | + ShadeOcean(pos+ray*to,ray,fragCoord): |
| 212 | + tb>0.? |
| 213 | + ShadeBoat(pos+ray*tb,ray): |
| 214 | + Sky(ray); |
| 215 | + result*=1.1*smoothstep(.35,1.,localRay.z); |
| 216 | + fragColor=vec4(pow(result,vec3(1./GAMMA)),1); |
| 217 | +} |
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