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3 - Planet.frag
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3 - Planet.frag
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#version 430
in vec2 vTexCoords;
uniform float uAspectRatio;
uniform vec3 uCamX;
uniform vec3 uCamY;
uniform vec3 uCamZ;
uniform vec3 uCamPos;
uniform float uFocalLength;
uniform float uTime;
// BEGIN DYNAMIC PARAMS
uniform float radius;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 bgColor;
uniform float noiseOffset;
uniform float noiseScale;
uniform int octavesNb;
uniform vec3 underwaterColor;
uniform float absorption_coeff;
uniform vec3 absorption_color;
uniform float waterIDR;
uniform float specularStrength;
uniform float landDensity;
uniform float foamFrequency;
uniform float foamDensity;
uniform float foamScale;
uniform float wave_amplitude;
uniform float wave_scale;
uniform float wave_speed;
uniform int wave_octavesNb;
// END DYNAMIC PARAMS
// ----- UsefulConstants ----- //
#define PI 3.14159265358979323846264338327
// ----- Ray marching options ----- //
#define MAX_STEPS 150
#define MAX_DIST 200.
#define SURF_DIST 0.0001
#define NORMAL_DELTA 0.0001
#define FBM_MAX_ITER 10
// ----- Useful functions ----- //
#define rot2(a) mat2(cos(a), -sin(a), sin(a), cos(a))
float maxComp(vec2 v) { return max(v.x , v.y); }
float maxComp(vec3 v) { return max(max(v.x , v.y), v.z); }
float cro(vec2 a,vec2 b) { return a.x*b.y - a.y*b.x; }
float mult(vec2 v) { return v.x*v.y; }
float mult(vec3 v) { return v.x*v.y*v.z; }
float sum(vec2 v) { return v.x+v.y; }
float sum(vec3 v) { return v.x+v.y+v.z; }
#define map(t, a, b) a + t * (b - a)
#define saturate(v) clamp(v, 0., 1.)
#define hermiteInter(t) t * t * (3.0 - 2.0 * t)
mat3 rot3X(float a) {
float c = cos(a);
float s = sin(a);
return mat3(
1., 0., 0.,
0., c, -s,
0., s, c
);
}
mat3 rot3Y(float a) {
float c = cos(a);
float s = sin(a);
return mat3(
c, 0., -s,
0., 1., 0,
s, 0., c
);
}
mat3 rot3Z(float a) {
float c = cos(a);
float s = sin(a);
return mat3(
c, -s, 0.,
s, c, 0.,
0., 0., 1.
);
}
// ----- Noise functions ----- //
float hash1(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
float hash1(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
float hash1(vec3 p3) {
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
vec3 hash3(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
float perlinNoise(float x) {
float id = floor(x);
float f = fract(x);
float u = hermiteInter(f);
return mix(hash1(id), hash1(id + 1.0), u);
}
vec3 perlinNoise3(float x) {
float id = floor(x);
float f = fract(x);
float u = hermiteInter(f);
return mix(hash3(id), hash3(id + 1.0), u);
}
float perlinNoise(vec2 x) {
vec2 id = floor(x);
vec2 f = fract(x);
float a = hash1(id);
float b = hash1(id + vec2(1.0, 0.0));
float c = hash1(id + vec2(0.0, 1.0));
float d = hash1(id + vec2(1.0, 1.0));
// Same code, with the clamps in smoothstep and common subexpressions
// optimized away.
vec2 u = hermiteInter(f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float perlinNoise(vec3 x) {
const vec3 step = vec3(110., 241., 171.);
vec3 id = floor(x);
vec3 f = fract(x);
// For performance, compute the base input to a 1D hash from the integer part of the argument and the
// incremental change to the 1D based on the 3D -> 1D wrapping
float n = dot(id, step);
vec3 u = hermiteInter(f);
return mix(mix(mix( hash1(n + dot(step, vec3(0, 0, 0))), hash1(n + dot(step, vec3(1, 0, 0))), u.x),
mix( hash1(n + dot(step, vec3(0, 1, 0))), hash1(n + dot(step, vec3(1, 1, 0))), u.x), u.y),
mix(mix( hash1(n + dot(step, vec3(0, 0, 1))), hash1(n + dot(step, vec3(1, 0, 1))), u.x),
mix( hash1(n + dot(step, vec3(0, 1, 1))), hash1(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z);
}
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 fade(vec4 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float perlinNoise(vec4 P)
{
vec4 Pi0 = floor(P); // Integer part for indexing
vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec4 Pf0 = fract(P); // Fractional part for interpolation
vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = vec4(Pi0.zzzz);
vec4 iz1 = vec4(Pi1.zzzz);
vec4 iw0 = vec4(Pi0.wwww);
vec4 iw1 = vec4(Pi1.wwww);
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 ixy00 = permute(ixy0 + iw0);
vec4 ixy01 = permute(ixy0 + iw1);
vec4 ixy10 = permute(ixy1 + iw0);
vec4 ixy11 = permute(ixy1 + iw1);
vec4 gx00 = ixy00 * (1.0 / 7.0);
vec4 gy00 = floor(gx00) * (1.0 / 7.0);
vec4 gz00 = floor(gy00) * (1.0 / 6.0);
gx00 = fract(gx00) - 0.5;
gy00 = fract(gy00) - 0.5;
gz00 = fract(gz00) - 0.5;
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
vec4 sw00 = step(gw00, vec4(0.0));
gx00 -= sw00 * (step(0.0, gx00) - 0.5);
gy00 -= sw00 * (step(0.0, gy00) - 0.5);
vec4 gx01 = ixy01 * (1.0 / 7.0);
vec4 gy01 = floor(gx01) * (1.0 / 7.0);
vec4 gz01 = floor(gy01) * (1.0 / 6.0);
gx01 = fract(gx01) - 0.5;
gy01 = fract(gy01) - 0.5;
gz01 = fract(gz01) - 0.5;
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
vec4 sw01 = step(gw01, vec4(0.0));
gx01 -= sw01 * (step(0.0, gx01) - 0.5);
gy01 -= sw01 * (step(0.0, gy01) - 0.5);
vec4 gx10 = ixy10 * (1.0 / 7.0);
vec4 gy10 = floor(gx10) * (1.0 / 7.0);
vec4 gz10 = floor(gy10) * (1.0 / 6.0);
gx10 = fract(gx10) - 0.5;
gy10 = fract(gy10) - 0.5;
gz10 = fract(gz10) - 0.5;
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
vec4 sw10 = step(gw10, vec4(0.0));
gx10 -= sw10 * (step(0.0, gx10) - 0.5);
gy10 -= sw10 * (step(0.0, gy10) - 0.5);
vec4 gx11 = ixy11 * (1.0 / 7.0);
vec4 gy11 = floor(gx11) * (1.0 / 7.0);
vec4 gz11 = floor(gy11) * (1.0 / 6.0);
gx11 = fract(gx11) - 0.5;
gy11 = fract(gy11) - 0.5;
gz11 = fract(gz11) - 0.5;
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
vec4 sw11 = step(gw11, vec4(0.0));
gx11 -= sw11 * (step(0.0, gx11) - 0.5);
gy11 -= sw11 * (step(0.0, gy11) - 0.5);
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
g0000 *= norm00.x;
g0100 *= norm00.y;
g1000 *= norm00.z;
g1100 *= norm00.w;
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
g0001 *= norm01.x;
g0101 *= norm01.y;
g1001 *= norm01.z;
g1101 *= norm01.w;
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
g0010 *= norm10.x;
g0110 *= norm10.y;
g1010 *= norm10.z;
g1110 *= norm10.w;
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
g0011 *= norm11.x;
g0111 *= norm11.y;
g1011 *= norm11.z;
g1111 *= norm11.w;
float n0000 = dot(g0000, Pf0);
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
float n1111 = dot(g1111, Pf1);
vec4 fade_xyzw = fade(Pf0);
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
return 2.2 * n_xyzw;
}
float fbm (vec2 x, float H, int octaves) {
float G = exp2(-H);
float v = 0.;
float f = 1.;
float amp = 1.;
float aSum = 1.;
vec2 shift = vec2(100.);
for ( int i=0; i < FBM_MAX_ITER; ++i) {
if( i >= octaves) break;
v += amp * perlinNoise(f*x);
f *= 2.;
amp *= G;
aSum += amp;
// Rotate and shift to reduce axial bias
x = rot2(0.5) * x + shift;
}
return v / aSum;
}
float fbm (vec3 x, float H, int octaves) {
float G = exp2(-H);
float v = 0.;
float f = 1.;
float amp = 1.;
float aSum = 1.;
for ( int i=0; i < FBM_MAX_ITER; ++i) {
if( i >= octaves) break;
v += amp * perlinNoise(f*x);
f *= 2.;
amp *= G;
aSum += amp;
}
return v / aSum;
}
float fbm (vec4 x, float H, int octaves) {
float G = exp2(-H);
float v = 0.;
float f = 1.;
float amp = 1.;
float aSum = 1.;
for ( int i=0; i < FBM_MAX_ITER; ++i) {
if( i >= octaves) break;
v += amp * perlinNoise(f*x);
f *= 2.;
amp *= G;
aSum += amp;
}
return v / aSum;
}
vec3 fbm (float x, float H, int octaves) {
float G = exp2(-H);
vec3 v = vec3(0.);
float f = 1.;
float amp = 1.;
float aSum = 1.;
for ( int i=0; i < FBM_MAX_ITER; ++i) {
if( i >= octaves) break;
v += amp * perlinNoise3(f*x);
f *= 2.;
amp *= G;
aSum += amp;
}
return v / aSum;
}
vec3 vectorWiggle(float x) {
return fbm(x, 1., 2);
}
vec3 blendColor(float t, vec3 a, vec3 b) {
return sqrt((1. - t) * pow(a, vec3(2.)) + t * pow(b, vec3(2.)));
}
// ----- distance functions for 3D primitives ----- //
// source: http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float smin( float a, float b, float k ) {
float h = max(k-abs(a-b), 0.0)/k;
return min(a, b) - h*h*0.25;
}
float polysmin( float a, float b, float k ) {
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
float sphereSDF(vec3 pos) {
vec3 sphereNormal = normalize(pos);
vec2 sphereUV = asin(sphereNormal.xy)/PI + 0.5;
return length(pos) - radius + wave_amplitude * mix(-1., landDensity, fbm(vec4(pos * wave_scale, uTime * wave_speed), 0.7, wave_octavesNb));
}
float noisySphereSDF(vec3 pos) {
return length(pos) - radius - mix(-1., landDensity, fbm(pos * noiseScale + noiseOffset, 1., octavesNb));
}
float sceneSDF(vec3 pos) {
return min(sphereSDF(pos), noisySphereSDF(pos));
}
/*
vec3 getNormal(vec3 p) {
const float h = NORMAL_DELTA;
const vec2 k = vec2(1., -1.);
return normalize( k.xyy * sceneSDF( p + k.xyy*h ) +
k.yyx * sceneSDF( p + k.yyx*h ) +
k.yxy * sceneSDF( p + k.yxy*h ) +
k.xxx * sceneSDF( p + k.xxx*h ) );
}*/
#define DECL_NORMAL_FUNC(_name, _sceneSDF, _h) vec3 _name(vec3 p) {const vec2 k = vec2(1., -1.); return normalize( k.xyy * _sceneSDF( p + k.xyy*_h ) + k.yyx * _sceneSDF( p + k.yyx*_h ) + k.yxy * _sceneSDF( p + k.yxy*_h ) + k.xxx * _sceneSDF( p + k.xxx*_h ) ); }
DECL_NORMAL_FUNC(getNormalSurface, sceneSDF, NORMAL_DELTA)
//DECL_NORMAL_FUNC(getNormalWithDepth, sceneSDF, NORMAL_DELTA)
#define DECL_RAYMARCH_FUNC(_name, _sceneSDF, _precision) float _name(vec3 ro, vec3 rd) { float t = 0.; for(int i = 0; i < MAX_STEPS; i++) { vec3 pos = ro + rd * t; float d = _sceneSDF(pos); t += _precision * d; if( t > MAX_DIST || abs(d) < SURF_DIST*0.99) break; } return t; }
DECL_RAYMARCH_FUNC(rayMarchSurface, sceneSDF, 0.8)
DECL_RAYMARCH_FUNC(rayMarchWithDepth, noisySphereSDF, 0.8)
float distanceInsideSphere(vec3 r0, vec3 rd) {
// - r0: ray origin
// - rd: normalized ray direction
// - s0: sphere center
// - sr: sphere radius
// - Returns distance between the two intersections
float a = dot(rd, rd);
float b = 2.0 * dot(rd, r0);
float c = dot(r0, r0) - (radius * radius);
float delta = b*b - 4.0*a*c;
float t = (-b + sqrt(abs(delta))) / 2. / a;
return sqrt(abs(delta)) / a;
}
vec3 render(vec3 ro, vec3 rd) { // ray origin and dir
vec3 waterColor = vec3(.015, .110, .455);
vec3 grassColor = vec3(.086, .132, .018);
vec3 beachColor = vec3(.353, .372, .121);
vec3 rockColor = vec3(.080, .050, .030);
vec3 snowColor = vec3(.6, .6, .6);
vec3 skyColor = vec3(117, 164, 250) / 255;
vec3 finalCol = skyColor;
float d = rayMarchSurface(ro, rd);
vec2 sphereUV;
if( d < MAX_DIST) {
vec3 p = ro + rd * d;
float dist = length(p) - radius;
vec3 sphereNormal = normalize(p);
sphereUV = asin(sphereNormal.xy)/PI + 0.5;
sphereUV = fract(sphereUV*40);
// water
// if (dist < 0.001) {
if(sphereSDF(p) < noisySphereSDF(p)) {
vec3 normal = getNormalSurface(p);
vec3 underwater_rd = rd;
float naturalDepth = rayMarchWithDepth(p, normalize(-p));
underwater_rd = refract(underwater_rd, normal, waterIDR);
float underwaterDistance = rayMarchWithDepth(p, underwater_rd);
vec3 colorBehindWater;
if(underwaterDistance > MAX_DIST) {
underwaterDistance = distanceInsideSphere(p, underwater_rd);
colorBehindWater = skyColor;
}else {
colorBehindWater = underwaterColor;
}
vec3 underwaterPt = p + underwater_rd * underwaterDistance;
// vec3 absorptionFromSun = exp(-absorption_coeff * absorption_color * distanceInsideSphere(underwaterPt, sunDir));
vec3 absorptiontoEyes = exp(-absorption_coeff * absorption_color * underwaterDistance);
// finalCol = (sunColor - absorptionFromSun) * underwaterColor * absorptiontoEyes;
finalCol = sunColor * colorBehindWater * absorptiontoEyes;
// REFLEXION
vec3 reflectDir = reflect(rd, normal);
vec3 H = normalize(sunDir + -reflectDir);
float reflection = pow(saturate(dot(normal, H)), specularStrength);
//Sum up the specular light factoring
finalCol += reflection * sunColor;
// FOAM
float foamNoise = fbm(p * 10 * foamScale + mod(uTime, 1000) * foamFrequency * vec3(2, 4, 1.8), 1, 5);
float foarCoeff = saturate(exp(-naturalDepth*10/foamDensity));
finalCol = mix(finalCol, vec3(0.8), foamNoise*foarCoeff);
}
else {
vec3 normal = getNormalSurface(p);
// vec3 ref = reflect(rd, normal);
float sunLight = saturate(dot(normal, normalize(sunDir)));
// float sunSpecular = pow(saturate(dot(normalize(sunDir), ref)), specularStrength); // Phong
finalCol = mix(waterColor, beachColor, smoothstep(0., 0.01, dist));
finalCol = mix(finalCol, grassColor, smoothstep(0.04, 0.1, dist));
finalCol = mix(finalCol, rockColor, smoothstep(0.2, 0.4, dist));
if(dot(normal, normalize(p)) > 0.85){
finalCol = mix(finalCol, snowColor, smoothstep(0.42, 0.5, dist));
}
// if(dist < 0.) {
// finalCol = mix(finalCol, waterColor, pow(-dist, 1./5.));
// }
float illumination = 0.2 + sunLight * 0.8;
illumination += sunLight; //vec3(0., 1., 0.);
finalCol *= saturate(illumination);
finalCol *= sunColor;
//finalCol = vec3(perlinNoise(noiseOffset + p*noiseScale));
}
}
// finalCol = vec3(sphereUV, 0);
// finalCol = vec3(glow*0.1);
return vec3(saturate(finalCol));
}
void main() {
// Setup camera
vec3 ro = uCamPos;
vec3 rd = normalize(
uCamX * (vTexCoords.x - 0.5) * uAspectRatio
+ uCamY * (vTexCoords.y - 0.5)
- uCamZ * uFocalLength
);
vec3 col = render(ro , rd);
col = pow(max(col, vec3(0.)), vec3(.4545)); // gamma correction
gl_FragColor = vec4(col, 1.0);
}