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873 lines (740 loc) · 27.6 KB
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#version 150
out vec4 fragColor;
const vec2 iResolution = vec2(1920.,1080.);
//----------------------------------------------------------------------
// Vertex/Fragment IO
//----------------------------------------------------------------------
in vec3 animationAmp;
in vec3 animationSpeed;
in vec3 sheepPos;
in vec3 flowerPos;
in vec3 panelPos;
in vec3 panelWarningPos;
in vec3 anvilPos;
in vec3 sunDir;
in vec3 camPos;
in vec3 camTa;
in vec3 eyeDir;
in vec2 headRot;
in vec2 excited;
in float blink;
in float camFocal;
in float eyesSurprise;
in float fishEyeFactor;
in float noseSize;
//----------------------------------------------------------------------
// KodeLife Shadertoy mimic
//----------------------------------------------------------------------
uniform float iTime;
//----------------------------------------------------------------------
// Maths function
//----------------------------------------------------------------------
const float PI = acos(-1.);
const float INFINITE = 9e7;
vec3 hash3(vec3 p);
float noise( in vec3 x );
mat3 lookat(vec3 ro, vec3 ta);
mat2 rot(float v);
// ---------------------------------------------
// Distance field toolbox
// ---------------------------------------------
float box( vec3 p, vec3 b );
float cappedCone( vec3 p, float h, float r1, float r2 );
float capsule( vec3 p, vec3 a, vec3 b, float r );
float torus( vec3 p, vec2 t );
float ellipsoid( vec3 p, vec3 r);
float smin( float d1, float d2, float k );
float smax( float a, float b, float k );
float triangle( vec3 p, vec2 h, float r );
float UnevenCapsule2d( vec2 p, float r1, float r2, float h );
float star2d(in vec2 p, in float r, in float rf);
// ---------------------------------------------
// Distance field
// ---------------------------------------------
vec2 map(vec3 p);
float shadow( vec3 ro, vec3 rd);
// Materials
const float GROUND = 0.;
const float COTON = 1.;
const float SKIN = 2.;
const float EYE = 3.;
const float CLOGS = 4.;
const float METAL = 5.;
const float PANEL = 6.;
const float PANEL_FOOD = 7.;
const float PISTIL = 8.;
const float PETAL = 9.;
const float TIGE = 10.;
const float BLACK_METAL = 11.;
const float BLOOD = 12.;
vec2 dmin(vec2 a, vec2 b) {
return a.x<b.x ? a : b;
}
vec2 blood(vec3 p) {
p.xz -= anvilPos.xz;
p.y -= -anvilPos.y;
float d = p.y+smoothstep(1.,20.,length(p.xz));
if (d < .4) {
d -= pow((noise(p*.9+0.)*.5+noise(p*1.6)*.3+noise(p*2.7)*.1)*.5+.5, 3.)*.45 * (1.-exp(-(iTime-137.3)*3.));
return vec2(d, BLOOD);
}
return vec2(INFINITE, GROUND);
}
vec2 anvil(vec3 p) {
p -= anvilPos;
p.xz = rot(1.)*p.xz;
float h = pow(clamp(p.y-1.,0.004,1.),.5);
float d = box(p-vec3(0.,1.,0.), vec3(1.5-h,1.,2.5-h));
if (d<10.) {
d = min(d, box(p-vec3(0.,3.,0.), vec3(2.,1.,3.)));
float d2 = length((p.yz-vec2(4.5,3.))*vec2(1.,.8))-2.;
d2 = max(d2, abs(p.x)-.5);
d2 = max(d2, p.y-3.5);
d = min(d, d2);
return vec2(d-.1, BLACK_METAL);
}
return vec2(INFINITE,GROUND);
}
vec2 flower(vec3 p) {
p -= flowerPos;
vec3 pr = p;
pr.x += cos(3.1*.25+iTime)*3.1*.2;
pr.y -= 2.8;
pr.zy = rot(.7) * pr.zy;
float pistil = ellipsoid(pr-vec3(0.,.3,0.), vec3(1.,.2+cos(pr.x*150.)*sin(pr.z*150.)*.05,1.)*.25);
if (pistil < 5.) {
vec2 dmat = vec2(pistil, PISTIL);
vec3 pp = pr;
//moda
float per = PI*.2;
float a = atan(pp.z,pp.x);
float l = length(pp.xz);
a = mod(a-per/2.,per)-per/2.;
pp.xz = vec2 (cos(a),sin(a))*l;
float petals = ellipsoid(pp-vec3(0.5,.2+sin(pp.x*2.)*.2,0.), vec3(2.,.1+sin(pp.z*40.)*.02,.75)*.25);
if (petals < dmat.x) {
dmat = vec2(petals, PETAL);
}
float tige = max(length(p.xz + vec2(cos(p.y*.25+iTime)*p.y*.2+0.02,-.1) )-smoothstep(3.1,0., p.y)*.05-0.02, p.y-3.1);
if (tige < dmat.x) {
dmat = vec2(tige, TIGE);
}
return dmat;
}
return vec2(INFINITE, GROUND);
}
vec2 panelFood(vec3 p) {
p -= panelPos;
float pan = box(p-vec3(0.,7.5,-5.), vec3(.8,0.8, 0.1))-.2;
if (pan < 7.) {
pan = max(pan, (abs(p.z+5.)-.1));
float tube = box(p-vec3(0.,4.,-5.1), vec3(.11,4.,.08));
vec2 dmat = vec2(tube, METAL);
return dmin(dmat, vec2(pan,PANEL_FOOD));
}else {
return vec2(INFINITE, GROUND);
}
}
vec2 panelWarning(vec3 p) {
p -= panelWarningPos;
float pan = triangle(p-vec3(0.,7.5,-5.), vec2(1.7,.1), .3);
if (pan < 8.) {
pan = smax(pan, -triangle(p-vec3(0.,7.5,-5.1), vec2(1.6,.1), .3), .001);
float tube = box(p-vec3(0.,4.,-5.1), vec3(.11,4.,.08));
vec3 pp = p;
pp.y = abs(pp.y-7.3)-.3;
tube = min(tube, box(pp-vec3(0.,0.,-5.05), vec3(.35,.1,.05)));
vec2 dmat = vec2(tube, METAL);
return dmin(dmat, vec2(pan,PANEL));
} else {
return vec2(INFINITE, GROUND);
}
}
// return [distance, material]
float headDist = 0.; // distance to head (for eyes AO)
vec2 sheep(vec3 p) {
p -= sheepPos;
float time = mod(iTime, 1.);
time = smoothstep(0., 1., abs(time * 2. - 1.));
p.y -= 1.;
p.z -= -2.;
// Body
float tb = iTime*animationSpeed.x;
vec3 bodyMove = vec3(cos(tb*PI),cos(tb*PI*2.)*.1,0.)*.025*animationAmp.x;
float body = length(p*vec3(1.,1.,.825)-vec3(0.,1.5,2.55)-bodyMove)-2.;
if (body < 3.) {
float n = (pow(noise((p-bodyMove+vec3(.05,0.0,0.5))*2.)*.5+.5, .75)*2.-1.);
body = body + .05 - n*.2;
// Legs
float t = mod(iTime*animationSpeed.x,2.);
float l = smoothstep(0.,.5,t) * smoothstep(1.,.5,t);
float a = smoothstep(0.,.5,t);
float b = smoothstep(.5,1.,t);
float c = smoothstep(1.,1.5,t);
float d = smoothstep(1.5,2.,t);
vec4 legsRot = vec4(b * (1.-b), d * (1.-d), a * (1.-a), c * (1.-c));
vec4 legsPos = t*.5 - vec4(b, d, a, c);
legsPos *= animationAmp.x;
vec3 pl = p;
pl.x -= .8;
pl.z -= 2. + legsPos.x;
pl.yz = rot(legsRot.x) * pl.yz;
float legs = cappedCone(pl-vec3(0.,0.,0.), .7, .3, .2);
float clogs = cappedCone(pl-vec3(0.,-0.8,0.), .2, .35, .3);
pl = p;
pl.x += 1.;
pl.z -= 2. + legsPos.y;
pl.yz = rot(legsRot.y) * pl.yz;
legs = min(legs, cappedCone(pl-vec3(0.,0.,0.), .7, .3, .2));
clogs = min(clogs, cappedCone(pl-vec3(0.,-0.8,0.), .2, .35, .3));
pl = p;
pl.x -= 1.;
pl.z -= 4. + legsPos.z;
pl.yz = rot(legsRot.z) * pl.yz;
legs = min(legs, cappedCone(pl-vec3(0.,0.,0.), .7, .3, .2));
clogs = min(clogs, cappedCone(pl-vec3(0.,-0.8,0.), .2, .35, .3));
pl = p;
pl.x += 1.;
pl.z -= 4. + legsPos.w;
pl.yz = rot(legsRot.w) * pl.yz;
legs = min(legs, cappedCone(pl-vec3(0.,0.,0.), .7, .3, .2));
clogs = min(clogs, cappedCone(pl-vec3(0.,-0.8,0.), .2, .35, .3));
// Head
vec3 ph = p + vec3(0., -2., -1.2);
ph.xz = rot((time*animationSpeed.y - 0.5)*0.25*animationAmp.y+headRot.x) * ph.xz;
ph.zy = rot(sin(iTime*animationSpeed.y)*0.25*animationAmp.y-headRot.y) * ph.zy;
float head = length(ph-vec3(0.,-1.3,-1.2)) - 1.;
head = smin(head, length(ph-vec3(0.,0.,0.)) - .5, 1.8);
// hair
vec3 pp = ph;
pp *= vec3(.7,1.,.7);
float hair = length(ph-vec3(0.,0.35,-0.1))-.55;
hair -= (cos(ph.z*8.+ph.y*4.5+ph.x*4.)+cos(ph.z*4.+ph.y*6.5+ph.x*8.))*.05;
//hair -= (pow(noise(ph*3.+1.)*.5+.5, .75)*2.-1.)*.1;
hair = smin(hair, body, 0.1);
// ears
pp = ph;
pp.yz = rot(-.6) * pp.yz;
pp.x = abs(p.x)-.8;
pp *= vec3(.3,1.,.4);
pp -= vec3(0.,-0.05 - pow(pp.x,2.)*5.,-.1);
float ears = length(pp)-.15;
ears = smax(ears, -(length(pp-vec3(0.,-.1,0.))-.12), .01);
pp.y *= .3;
pp.y -= -.11;
float earsClip = length(pp)-.16;
//eyes
pp = ph;
pp.x = abs(ph.x)-.4;
float eyes = length(pp*vec3(1.,1.,1.-eyesSurprise)-vec3(0.,0.,-1.)) - .3;
float eyeCap = abs(eyes)-.01;
//eyeCap = smax(eyeCap, -ph.z-1.1-smoothstep(0.95,0.96,blink)*.4, .01);
eyeCap = smax(eyeCap, smin(-abs(ph.y+ph.z*(.025))+.25-smoothstep(0.95,0.96,blink)*.3+cos(iTime*1.)*.02, -ph.z-1.-eyesSurprise*1.8, .2), .01);
eyeCap = smin(eyeCap, head, .02);
head = min(head, eyeCap);
// nostrils
pp.x = abs(ph.x)-.2;
pp.xz = rot(-.45) * pp.xz;
head = smax(head, -length(pp-vec3(-0.7,-1.2,-2.05)) + .14*noseSize, .1);
head = smin(head, torus(pp-vec3(-0.7,-1.2,-1.94), vec2(.14*noseSize,.05)), .05);
// tail
float tail = capsule(p-vec3(0.,-.1,cos(p.y-.7)*.5),vec3(cos(iTime*animationSpeed.z)*animationAmp.z,.2,5.), vec3(0.,2.,4.9), .2);
tail -= (cos(p.z*8.+p.y*4.5+p.x*4.)+cos(p.z*4.+p.y*6.5+p.x*3.))*.02;
tail = smin(body, tail, .1);
// Union
vec2 dmat = vec2( body, COTON);
dmat = dmin(dmat, vec2(tail, COTON));
dmat = dmin(dmat, vec2(hair, COTON));
dmat.x = smax(dmat.x, -earsClip, .15);
dmat = dmin(dmat, vec2(legs, SKIN));
dmat = dmin(dmat, vec2(head, SKIN));
dmat = dmin(dmat, vec2(eyes, EYE));
dmat = dmin(dmat, vec2(clogs, CLOGS));
dmat = dmin(dmat, vec2(ears, SKIN));
headDist = head;
return dmat;
} else {
return vec2(body, COTON);
}
}
vec2 map(vec3 p) {
return dmin( dmin( dmin( dmin( dmin( dmin(vec2(p.y, GROUND), sheep(p)), flower(p)), panelFood(p)), panelWarning(p)), anvil(p)), blood(p));
}
vec3 skyColor(vec3 rd, vec2 uv, float night) {
// mon
vec2 moonPos = vec2(cos(iTime*.7+2.), sin(iTime*.7+2.)*.75 );
float moonCircle = smoothstep(0.151,0.15, length(uv-moonPos));
float moon = moonCircle * smoothstep(0.13,0.2701, length(uv-moonPos-vec2(.05,0.05))+0.004*noise(100.*vec3(uv-moonPos, 0.)));
// stars
vec2 p = rot(iTime*0.0002)*uv*200.;
vec2 fp = fract(p)-.5;
vec2 ip = floor(p);
vec3 rnd = hash3(vec3(abs(ip),abs(ip.x)));
float s = rnd.z*.06;
return vec3(1., .9, .1) * moon*smoothstep(.5,-1., sunDir.y)
+ smoothstep(s,s*.01, length(fp+(rnd.xy-.5)) ) * (1.-moonCircle)
+ exp(-length(uv-moonPos)*2.)*.1 + pow(night,2.);
}
float fastAO( in vec3 pos, in vec3 nor, float maxDist, float falloff ) {
float occ1 = .5*maxDist - map(pos + nor*maxDist *.5).x;
float occ2 = .95*(maxDist - map(pos + nor*maxDist).x);
return clamp(1. - falloff*1.5*(occ1 + occ2), 0., 1.);
}
/*
vec2 boxIntersection( in vec3 ro, in vec3 rd, vec3 boxSize, vec3 m)
{
vec3 n = m*ro;
vec3 k = abs(m)*boxSize;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
float tN = max( max( t1.x, t1.y ), t1.z );
float tF = min( min( t2.x, t2.y ), t2.z );
if( tN>tF || tF<0.0) return vec2(-1.0); // no intersection
return vec2( tN, tF );
}
float trace(vec3 ro, vec3 rd) {
vec3 m = 1.0/rd;
float result = INFINITE;
float t;
// Sheep intersection
vec2 nf = boxIntersection(ro-sheepPos-vec3(0.,3.,-2.),rd, vec3(3.,3.,7.), m);
if (nf.y>0.) {
t = max(nf.x,0.);
for(int i=0; i<128; i++) {
vec3 p = ro + rd * t;
float d = dmin(vec2(p.y,GROUND),sheep(p)).x; // BUGS : at 23secondes without ground SDF ?!
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < nf.y)
result = t;
}
// Panels
nf = boxIntersection(ro-panelPos-vec3(0.,5.,-5.),rd, vec3(1.5,5.,1.), m);
if (nf.y>0.) {
t = max(nf.x,0.);
for(int i=0; i<128; i++) {
float d = panelFood(ro+rd*t).x;
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < nf.y)
result = min(result,t);
}
nf = boxIntersection(ro-panelWarningPos-vec3(0.,5.,-5.),rd, vec3(1.5,5.,1.), m);
if (nf.y>0.) {
t = max(nf.x,0.);
for(int i=0; i<128; i++) {
float d = panelWarning(ro+rd*t).x;
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < nf.y)
result = min(result,t);
}
// Flower
nf = boxIntersection(ro-flowerPos-vec3(0.,5.,0.),rd, vec3(2.,5.,1.), m);
if (nf.y>0.) {
t = max(nf.x,0.);
for(int i=0; i<128; i++) {
float d = flower(ro+rd*t).x;
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < nf.y)
result = min(result,t);
}
// Anvil
// TODO: the 2nd vec3 is very approximative.
nf = boxIntersection(ro-anvilPos-vec3(0.,3.,2.),rd, vec3(4.,4.,5.), m);
if (nf.y>0.) {
t = max(nf.x,0.);
for(int i=0; i<128; i++) {
float d = anvil(ro+rd*t).x;
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < nf.y)
result = min(result,t);
}
// Blood
t = -(ro.y+.4) * m.y;// -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);
if (t > 0. && length((ro+rd*t).xz-anvilPos.xz)<10.) {
for(int i=0; i<128; i++) {
float d = blood(ro+rd*t).x;
t += d;
if (t > nf.y || abs(d) < 0.001) break;
}
if (t < 100.)
result = min(result,t);
}
// Ground intersection
t = -(ro.y) * m.y;// -(dot(ro,p.xyz)+p.w)/dot(rd,p.xyz);
if (t>0.) result = min(result,t);
return result;
}
*/
float trace(vec3 ro, vec3 rd) {
float t = 0.01;
for(int i=0; i<128; i++) {
float d = map(ro+rd*t).x;
t += d;
if (t > 100. || abs(d) < 0.001) break;
}
return t;
}
// Specular light effect for the eyes envmap.
float specular(vec3 v, vec3 l, float size)
{
float spe = max(dot(v, normalize(l + v)), 0.);
float a = 2000./size;
float b = 3./size;
return (pow(spe, a)*(a+2.) + pow(spe, b)*(b+2.)*2.)*0.008;
}
void main()
{
vec2 uv = (gl_FragCoord.xy) / iResolution;
vec2 v = uv*2.-1.;
v.x *= iResolution.x / iResolution.y;
// Setup ray
vec3 ro = camPos;
vec3 ta = camTa;
vec3 rd = lookat(ro, ta) * normalize(vec3(v,camFocal - length(v)*fishEyeFactor));
// Trace : intersection point + normal
float t = trace(ro,rd);
vec3 p = ro + rd * t;
vec2 dmat = map(p);
vec2 eps = vec2(0.0001,0.0);
vec3 n = normalize(vec3(dmat.x - map(p - eps.xyy).x, dmat.x - map(p - eps.yxy).x, dmat.x - map(p - eps.yyx).x));
// ----------------------------------------------------------------
// Shade
// ----------------------------------------------------------------
float night = smoothstep(0.,.3, sunDir.y)+.1;
float ao = fastAO(p, n, .15, 1.) * fastAO(p, n, 1., .1)*.5;
float shad = shadow(p, sunDir);
float fre = 1.0+dot(rd,n);
vec3 diff = vec3(1.,.8,.7) * max(dot(n,sunDir), 0.) * pow(vec3(shad), vec3(1.,1.2,1.5));
vec3 bnc = vec3(1.,.8,.7)*.1 * max(dot(n,-sunDir), 0.) * ao;
vec3 sss = vec3(.5) * mix(fastAO(p, rd, .3, .75), fastAO(p, sunDir, .3, .75), 0.5);
vec3 spe = vec3(1.) * max(dot(reflect(rd,n), sunDir),0.);
vec3 envm = vec3(0.);
//sss = vec3(1.) * calcSSS(p,rd);
vec3 amb = vec3(.4,.45,.5)*1. * ao;
vec3 emi = vec3(0.);
vec3 albedo = vec3(0.);
if(dmat.y == GROUND) {
albedo = vec3(3.);
sss *= 0.;
spe *= 0.;
} else if (dmat.y == COTON) {
albedo = vec3(.4);
sss *= fre*.5+.5;
emi = vec3(.35);
spe = pow(spe, vec3(4.))*fre*.25;
} else if (dmat.y == CLOGS) {
albedo = vec3(.025);
sss *= 0.;
spe = pow(spe, vec3(80.))*fre*10.;
} else if (dmat.y == EYE) {
sss *= .5;
vec3 dir = normalize(eyeDir + (noise(vec3(iTime,iTime*.5,iTime*1.5))*2.-1.)*.01);
// compute eye space -> mat3(eyeDir, t, b)
vec3 t = cross(dir, vec3(0.,1.,0.));
vec3 b = cross(dir,t);
t = cross(b, dir);
vec3 ne = n.z * dir + n.x * t + n.y * b;
// parallax mapping
vec3 v = rd.z * eyeDir + rd.x * t + rd.y * b;
vec2 offset = v.xy / v.z * length(ne.xy) / length(ro-p) * .4;
ne.xy -= offset * smoothstep(0.01,.0, dot(ne,rd));
const float i_irisSize = .3;
float pupilSize = .2 + eyesSurprise*.5;
// polar coordinate
float er = length(ne.xy);
float theta = atan(ne.x, ne.y);
// iris
vec3 c = mix(vec3(.5,.3,.1) , vec3(.0,.8,1), smoothstep(0.16,i_irisSize,er)*.3+cos(theta*15.)*.04);
float filaments = smoothstep(-.9,1.,noise(vec3(er*10.,theta*30.+cos(er*50.+noise(vec3(theta))*50.)*1.,0.)))
+ smoothstep(-.9,1.,noise(vec3(er*10.,theta*40.+cos(er*30.+noise(vec3(theta))*50.)*2.,0.)));
float pupil = smoothstep(pupilSize,pupilSize+0.02, er);
albedo = c * (filaments*.5+.5) * (smoothstep(i_irisSize,i_irisSize-.01, er)); // brown to green
albedo *= vec3(1.,.8,.7) * pow(max(0.,dot(normalize(vec3(3.,1.,-1.)), ne)),8.)*300.+.5; // retro reflection
albedo *= pupil; // pupil
albedo += pow(spe,vec3(800.))*3; // specular light
albedo = mix(albedo, vec3(.8), smoothstep(i_irisSize-0.01,i_irisSize, er)); // white eye
albedo = mix(c*.3, albedo, smoothstep(0.0,0.05, abs(er-i_irisSize-0.0)+0.01)); // black edge
// fake envmap reflection
n = mix(normalize(n + (eyeDir + n)*4.), n, smoothstep(i_irisSize,i_irisSize+0.02, er));
{
vec3 v = reflect(rd, n);
vec3 l1 = normalize(vec3(1., 1.5, -1.));
vec3 l2 = vec3(-l1.x, l1.y*.5, l1.z);
float spot =
+ specular(v, l1, .1)
+ specular(v, l2, 2.) * .1
+ specular(v, normalize(l1 + vec3(0.2, 0., 0.)), .3)
+ specular(v, normalize(l1 + vec3(0.2, 0., 0.2)), .5)
+ specular(v, normalize(l2 + vec3(0.1, 0., 0.2)), 8.) * .5;
envm = (mix(
mix(vec3(.3,.3,0.), vec3(.1), smoothstep(-.7, .2, v.y)),
vec3(0.3, 0.65, 1.), smoothstep(-.0, 1., v.y)) + spot * vec3(1., 0.9, .8)) * mix(.15, .2, pupil) *sqrt(fre)*2.5;
}
// shadow on the edges of the eyes
map(p);
albedo *= smoothstep(0.,0.015, headDist)*.4+.6;
// flower
/*
float shape = abs(sin(theta * 5.)) - smoothstep(.15, 0.7, er)*4.;
shape = smoothstep(0.449, 0.45, shape);
vec3 flower = mix(vec3(0.), vec3(.75,0.5,1.)*.5, shape);
flower = mix(vec3(.7, .7, 0.), flower, smoothstep(.06, .1, er));
flower *= smoothstep(135.2, 135.6, iTime);
albedo += flower;
*/
spe *= 0.;
} else if(dmat.y == METAL) {
albedo = vec3(.85,.95,1.);
sss *= 0.;
spe = pow(spe, vec3(8.))*fre*2.;
} else if(dmat.y == PANEL) {
vec3 p = p-panelWarningPos;
sss *= 0.;
spe = pow(spe, vec3(8.))*fre*20.;
if (n.z > .5) {
float tri = triangle(p-vec3(0.,7.5,-5.), vec2(1.3,.2), .01);
albedo = vec3(1.5,0.,0.);
float symbol = smoothstep(0.13,0.1295, distance(p,vec3(0.,7.1,-4.9)));
symbol += smoothstep(0.005,0.,UnevenCapsule2d(p.xy-vec2(0.,7.34), .06,.14,1.));
albedo = mix(albedo, vec3(2.), smoothstep(0.005,.0, tri));
albedo = mix(albedo, vec3(0.), symbol);
} else {
albedo = vec3(.85,.95,1.);
}
} else if(dmat.y == PANEL_FOOD) {
vec3 p = p-panelPos;
sss *= 0.;
spe = pow(spe, vec3(8.))*fre*10.;
if (n.z > .5) {
albedo = vec3(0.,0.,1.5);
p.y -= 7.4;
float squ = box(p-vec3(0.,.1,-5.), vec3(0.8,.8, 1));
float symbol = 0.;
p.xy = rot(.8) * p.xy;
const float x = .04;
symbol += smoothstep(0.01,0.,UnevenCapsule2d(p.xy-vec2(-x,-.6), .1,.05,1.));
symbol += smoothstep(0.01,0.,UnevenCapsule2d(p.xy-vec2(-x,.5), .16,.135,0.15));
symbol *= smoothstep(0.,0.01,UnevenCapsule2d(p.xy-vec2(-x-.08,.56), .001,.02,0.2));
symbol *= smoothstep(0.,0.01,UnevenCapsule2d(p.xy-vec2(-x+.04,.56), .001,.02,0.2));
p.xy = rot(-1.6) * p.xy;
symbol += smoothstep(0.01,0.,UnevenCapsule2d(p.xy-vec2(x,-.6), .1,.05,1.));
symbol += smoothstep(0.01,0.,UnevenCapsule2d(p.xy-vec2(x,.5), .16,.1,0.15));
albedo = mix(albedo, vec3(2.), smoothstep(0.01,.0, squ));
albedo = mix(albedo, vec3(0.), symbol);
} else {
albedo = vec3(1.);
}
} else if (dmat.y == PISTIL) {
vec3 pr = p - flowerPos;
pr.x += cos(3.1*.25+iTime)*3.1*.2;
pr.y -= 2.8;
pr.zy = rot(.75) * pr.zy;
albedo = mix(vec3(2.,.75,.0), vec3(2.,2.,.0), smoothstep(0.,.45, length(pr-vec3(0.,.3,0.))))*1.8;
sss = vec3(0.01);
spe *= 0.;
} else if (dmat.y == TIGE) {
albedo = vec3(0.,.05,.0);
spe *= fre;
} else if (dmat.y == PETAL) {
vec3 pr = p - flowerPos;
pr.x += cos(3.1*.25+iTime)*3.1*.2;
pr.y -= 2.8;
pr.zy = rot(.75) * pr.zy;
albedo = mix(vec3(1.,1.,1.)+.5, vec3(.75,0.5,1.), smoothstep(0.5,1.1, length(pr-vec3(0.,.3,0.))))*2.;
// albedo = vec3(1.,1.,1.)*3.;
sss *= 0.;
spe = pow(spe, vec3(4.))*fre*1.0;
} else if(dmat.y == BLACK_METAL) {
albedo = vec3(1.);
diff *= vec3(.1)*fre;
amb *= vec3(.1)*fre;
bnc *= 0.;
sss *= 0.;
spe = pow(spe, vec3(100.))*fre*2.;
} else if(dmat.y == BLOOD) {
albedo = vec3(1.,.01,.01)*.3;
diff *= vec3(3.);
amb *= vec3(2.)*fre*fre;
sss *= 0.;
spe = vec3(1.,.3,.3) * pow(spe, vec3(500.))*5.;
}
else if (dmat.y == SKIN) {
albedo = vec3(1.,.7,.5)*1.;
amb *= vec3(1.,.75,.75);
sss = pow(sss, vec3(.5,2.5,5.0)+2.)*2.;// * fre;// * pow(fre, 1.);
spe = pow(spe, vec3(4.))*fre*.02;
}
// fog
vec3 col = clamp(mix((albedo * (amb*1. + diff*.5 + bnc*2. + sss*2. ) + envm + spe*shad + emi) * night, skyColor(rd,v, night), smoothstep(90.,100.,t)), 0., 1.);
// Excited background
if(dmat.y == GROUND) {
float r = length(v)*.5;
float theta = cos(atan(v.x, v.y)*15.-iTime*3.-r*30.*excited.y);
vec3 c = mix(vec3(1.,0.5,00), vec3(.8,0.5,1.), (cos(r*5.+iTime*5.)*.5+.5)*excited.y);
//vec3 c = vec3(1.,0.5,00);
col = mix(col, mix(c, vec3(1.,1.,1.), smoothstep(-r, r, theta)), excited.x);
}
// Excited stars
vec2 p2 = vec2(abs(v.x*5.-.35)-1.8, v.y*5.-1.4);
p2 = rot(iTime*5.) * p2;
float size = (1.4+0.2*sin(iTime*20.))
* smoothstep(0.5,1.,excited.x);
float star = star2d(p2, size, .5);
vec3 starColor = mix(vec3(1.,.6,0.), vec3(1.,.2,0.), smoothstep(-.1,.6, star2d(p2, size*.5, .5)))*1.3;
col = mix(col, starColor, smoothstep(0.,-0.01, star) * excited.x);
// ----------------------------------------------------------------
// Post processing pass
// ----------------------------------------------------------------
const float endTime = 146.;
// gamma correction & color grading
col = pow(pow(col, vec3(1./2.2)), vec3(1.0,1.05,1.1));
// Circle to black
float circle = length(gl_FragCoord.xy/iResolution.xx - vec2(.5,.3));
float tt = max(.137, smoothstep(endTime+1., endTime, iTime));
col *= smoothstep(tt, tt-.005, circle);
// Looney tunes
float i_alpha = smoothstep(0.135, .136, circle) * smoothstep(endTime+1., endTime+2., iTime);
float f = fract(23. * pow(circle, .25));
f -= smoothstep(0.95, 0.99, f);
vec3 i_col2 = mix(vec3(1.,.6,.0), vec3(1.,.0,0.), pow(f,1.));
col = mix(col, i_col2, i_alpha);
// fade in & out + circle to black
col *= smoothstep(0.,8., iTime) * smoothstep(153., 150., iTime);
// vignetting
fragColor = vec4(col / (1.+pow(length(uv*2.-1.),4.)*.04),1.);
}
// ---------------------------------------------
// Raytracing toolbox
// ---------------------------------------------
// https://www.shadertoy.com/view/lsKcDD
float shadow( vec3 ro, vec3 rd)
{
float res = 1.0;
float t = 0.08;
for( int i=0; i<64; i++ )
{
float h = map( ro + rd*t ).x;
res = min( res, 30.0*h/t );
t += h;
if( res<0.0001 || t>50. ) break;
}
return clamp( res, 0.0, 1.0 );
}
// ---------------------------------------------
// Hash & Noise
// ---------------------------------------------
vec3 hash3(vec3 p) {
uvec3 x = uvec3((p+100.)*10000.);
const uint k = 1103515245U;
x = ((x>>8U)^x.yzx)*k;
x = ((x>>8U)^x.yzx)*k;
x = ((x>>8U)^x.yzx)*k;
return vec3(x)*(1.0/float(-1U));
}
float noise(vec3 x) {
vec3 i = floor(x);
vec3 f = fract(x);
f = f*f*f*(f*(f*6.0-15.0)+10.0);
return mix(mix(mix( hash3(i+vec3(0,0,0)).x,
hash3(i+vec3(1,0,0)).x,f.x),
mix( hash3(i+vec3(0,1,0)).x,
hash3(i+vec3(1,1,0)).x,f.x),f.y),
mix(mix( hash3(i+vec3(0,0,1)).x,
hash3(i+vec3(1,0,1)).x,f.x),
mix( hash3(i+vec3(0,1,1)).x,
hash3(i+vec3(1,1,1)).x,f.x),f.y),f.z)*2.-1.;
}
// ---------------------------------------------
// Math
// ---------------------------------------------
mat3 lookat(vec3 ro, vec3 ta)
{
const vec3 up = vec3(0.,1.,0.);
vec3 fw = normalize(ta-ro);
vec3 rt = normalize( cross(fw, normalize(up)) );
return mat3( rt, cross(rt, fw), fw );
}
mat2 rot(float v) {
float a = cos(v);
float b = sin(v);
return mat2(a,b,-b,a);
}
// ---------------------------------------------
// Distance field toolbox
// ---------------------------------------------
float box( vec3 p, vec3 b )
{
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
float cappedCone( vec3 p, float h, float r1, float r2 )
{
vec2 q = vec2( length(p.xz), p.y );
vec2 k1 = vec2(r2,h);
vec2 k2 = vec2(r2-r1,2.0*h);
vec2 ca = vec2(q.x-min(q.x,(q.y<0.0)?r1:r2), abs(q.y)-h);
vec2 cb = q - k1 + k2*clamp( dot(k1-q,k2)/dot(k2,k2), 0.0, 1.0 );
float s = (cb.x<0.0 && ca.y<0.0) ? -1.0 : 1.0;
return s*sqrt( min(dot(ca,ca),dot(cb,cb)) );
}
float capsule( vec3 p, vec3 a, vec3 b, float r )
{
vec3 pa = p - a, ba = b - a;
return length( pa - ba*clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ) ) - r;
}
float torus( vec3 p, vec2 t )
{
return length(vec2(length(p.xy)-t.x,p.z))-t.y;
}
float ellipsoid( vec3 p, vec3 r )
{
float k0 = length(p/r);
return k0*(k0-1.0)/length(p/(r*r));
}
float smin( float d1, float d2, float k )
{
float h = clamp( 0.5 + 0.5*(d2-d1)/k, 0.0, 1.0 );
return mix( d2, d1, h ) - k*h*(1.0-h);
}
float smax( float a, float b, float k )
{
k *= 1.4;
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*h/(6.0*k*k);
}
float triangle( vec3 p, vec2 h, float r )
{
return max(abs(p.z)-h.y,smax(smax(p.x*0.9+p.y*0.5, -p.x*0.9+p.y*0.5, r),-p.y,r)-h.x*0.5);
}
float UnevenCapsule2d( vec2 p, float r1, float r2, float h )
{
p.x = abs(p.x);
float b = (r1-r2)/h;
float a = sqrt(1.0-b*b);
float k = dot(p,vec2(-b,a));
if( k < 0.0 ) return length(p) - r1;
if( k > a*h ) return length(p-vec2(0.0,h)) - r2;
return dot(p, vec2(a,b) ) - r1;
}
float star2d(in vec2 p, in float r, in float rf)
{
vec2 k1 = vec2(0.81, -0.59);
vec2 k2 = vec2(-k1.x,k1.y);
p.x = abs(p.x);
p -= 2.0*max(dot(k1,p),0.0)*k1;
p -= 2.0*max(dot(k2,p),0.0)*k2;
p.x = abs(p.x);
p.y -= r;
vec2 ba = rf*vec2(-k1.y,k1.x) - vec2(0,1);
float h = clamp( dot(p,ba)/dot(ba,ba), 0.0, r );
return length(p-ba*h) * sign(p.y*ba.x-p.x*ba.y);
}