1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213
|
const int NUM_STEPS = 32; const float PI = 3.141592; const float EPSILON = 1e-3; #define EPSILON_NRM (0.1 / iResolution.x)
const int ITER_GEOMETRY = 3; const int ITER_FRAGMENT = 5; const float SEA_HEIGHT = 0.6; const float SEA_CHOPPY = 4.0; const float SEA_SPEED = 0.8; const float SEA_FREQ = 0.16; const vec3 SEA_BASE = vec3(0.0,0.09,0.18); const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6; #define SEA_TIME (1.0 + iTime * SEA_SPEED) const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
mat3 fromEuler(vec3 ang) { vec2 a1 = vec2(sin(ang.x),cos(ang.x)); vec2 a2 = vec2(sin(ang.y),cos(ang.y)); vec2 a3 = vec2(sin(ang.z),cos(ang.z)); mat3 m; m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x); m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x); m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y); return m; } float hash( vec2 p ) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); } float noise( in vec2 p ) { vec2 i = floor( p ); vec2 f = fract( p ); float dist = length(p); float smoothFactor = smoothstep(0.0, 5.0, dist); vec2 u = mix(f, f*f*(3.0-2.0*f), smoothFactor); return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); }
float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); } float specular(vec3 n,vec3 l,vec3 e,float s) { float nrm = (s + 8.0) / (PI * 8.0); return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; }
vec3 getSkyColor(vec3 e) { e.y = (max(e.y,0.0)*0.8+0.2)*0.8; return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1; }
float sea_octave(vec2 uv, float choppy) { uv += noise(uv); vec2 wv = 1.0-abs(sin(uv)); vec2 swv = abs(cos(uv)); wv = mix(wv,swv,wv); return pow(1.0-pow(wv.x * wv.y,0.65),choppy); }
float map(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_GEOMETRY; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; }
float map_detailed(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_FRAGMENT; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; }
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) { float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0); fresnel = min(fresnel * fresnel * fresnel, 0.5); vec3 reflected = getSkyColor(reflect(eye, n)); vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12; vec3 color = mix(refracted, reflected, fresnel); float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0); color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten; color += specular(n, l, eye, 60.0); return color; }
vec3 getNormal(vec3 p, float eps) { float dist = length(p); eps = mix(eps*0.5, eps*2.0, smoothstep(0.0, 10.0, dist)); vec3 n; n.y = map_detailed(p); n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; n.y = eps; return normalize(mix(n, vec3(0,1,0), 0.1 * smoothstep(0.0, 5.0, dist))); }
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) { float tm = 0.0; float tx = 1000.0; float hx = map(ori + dir * tx); if(hx > 0.0) { p = ori + dir * tx; return tx; } float hm = map(ori); for(int i = 0; i < NUM_STEPS; i++) { float tmid = mix(tm, tx, hm / (hm - hx)); p = ori + dir * tmid; float hmid = map(p); if(hmid < 0.0) { tx = tmid; hx = hmid; } else { tm = tmid; hm = hmid; } if(abs(hmid) < EPSILON) break; } return mix(tm, tx, hm / (hm - hx)); }
vec3 getPixel(in vec2 coord, float time) { vec2 uv = coord / iResolution.xy; uv = uv * 2.0 - 1.0; uv.x *= iResolution.x / iResolution.y; vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time); vec3 ori = vec3(0.0,3.5,time*5.0); vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14; dir = normalize(dir) * fromEuler(ang); vec3 p; heightMapTracing(ori,dir,p); vec3 dist = p - ori; vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM); vec3 light = normalize(vec3(0.0,1.0,0.8)); return mix( getSkyColor(dir), getSeaColor(p,n,light,dir,dist), pow(smoothstep(0.0,-0.02,dir.y),0.2)); }
void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float time = iTime * 0.3 + iMouse.x*0.01; #ifdef AA vec3 color = vec3(0.0); for(int i = -1; i <= 1; i++) { for(int j = -1; j <= 1; j++) { vec2 uv = fragCoord+vec2(i,j)/3.0; color += getPixel(uv, time); } } color /= 9.0; #else vec3 color = getPixel(fragCoord, time); #endif fragColor = vec4(pow(color,vec3(0.65)), 1.0); }
|