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/* | ||
The MIT License (MIT) | ||
Copyright (c) 2016 Huw Bowles, Daniel Zimmermann, Beibei Wang | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. | ||
*/ | ||
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// Example to illustrate volume sampling research undertaken right here on | ||
// shadertoy and published at siggraph 2015: | ||
// | ||
// http://advances.realtimerendering.com/s2015/index.html | ||
// | ||
// In particular this shader demonstrates Forward Pinning and Adaptive Sampling. | ||
// The general advection requires state and is not implemented here, see the Unity | ||
// implementation for this: | ||
// | ||
// https://github.com/huwb/volsample | ||
// | ||
// For a diagram shader illustrating the adaptive sampling: | ||
// | ||
// https://www.shadertoy.com/view/llXSD7 | ||
// | ||
// | ||
// Credits - this scene is mostly mash up of these two amazing shaders: | ||
// | ||
// Clouds by iq: https://www.shadertoy.com/view/XslGRr | ||
// Cloud Ten by nimitz: https://www.shadertoy.com/view/XtS3DD | ||
// | ||
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#define SAMPLE_COUNT 32 | ||
#define MOUSEY (3.*iMouse.y/iResolution.y) | ||
#define PERIOD 1. | ||
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// mouse toggle | ||
bool STRATIFIED = true; | ||
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// cam moving in a straight line | ||
vec3 lookDir = vec3(cos(.53*iGlobalTime),0.,sin(iGlobalTime)); | ||
vec3 camVel = vec3(-20.,0.,0.); | ||
float zoom = 1.2; // 1.5; | ||
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vec3 sundir = normalize(vec3(-1.0,0.0,-1.)); | ||
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// LUT based 3d value noise | ||
float noise( in vec3 x ) | ||
{ | ||
vec3 p = floor(x); | ||
vec3 f = fract(x); | ||
f = f*f*(3.0-2.0*f); | ||
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vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; | ||
vec2 rg = texture2D( iChannel0, (uv+ 0.5)/256.0, -100.0 ).yx; | ||
return mix( rg.x, rg.y, f.z ); | ||
} | ||
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vec4 map( in vec3 p ) | ||
{ | ||
float d = 0.1 + .8 * sin(0.6*p.z)*sin(0.5*p.x) - p.y; | ||
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vec3 q = p; | ||
float f; | ||
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f = 0.5000*noise( q ); q = q*2.02; | ||
f += 0.2500*noise( q ); q = q*2.03; | ||
f += 0.1250*noise( q ); q = q*2.01; | ||
f += 0.0625*noise( q ); | ||
d += 2.75 * f; | ||
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d = clamp( d, 0.0, 1.0 ); | ||
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vec4 res = vec4( d ); | ||
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vec3 col = 1.15 * vec3(1.0,0.95,0.8); | ||
col += vec3(1.,0.,0.) * exp2(res.x*10.-10.); | ||
res.xyz = mix( col, vec3(0.7,0.7,0.7), res.x ); | ||
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return res; | ||
} | ||
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// to share with unity hlsl | ||
#define float2 vec2 | ||
#define float3 vec3 | ||
#define fmod mod | ||
float mysign( float x ) { return x < 0. ? -1. : 1. ; } | ||
float2 mysign( float2 x ) { return float2( x.x < 0. ? -1. : 1., x.y < 0. ? -1. : 1. ) ; } | ||
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// compute ray march start offset and ray march step delta and blend weight for the current ray | ||
void SetupSampling( out float2 t, out float2 dt, out float2 wt, in float3 ro, in float3 rd ) | ||
{ | ||
if( !STRATIFIED ) | ||
{ | ||
dt = float2(PERIOD,PERIOD); | ||
t = dt; | ||
wt = float2(0.5,0.5); | ||
return; | ||
} | ||
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// structured sampling pattern line normals | ||
float3 n0 = (abs( rd.x ) > abs( rd.z )) ? float3(1., 0., 0.) : float3(0., 0., 1.); // non diagonal | ||
float3 n1 = float3(mysign( rd.x * rd.z ), 0., 1.); // diagonal | ||
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// normal lengths (used later) | ||
float2 ln = float2(length( n0 ), length( n1 )); | ||
n0 /= ln.x; | ||
n1 /= ln.y; | ||
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// some useful DPs | ||
float2 ndotro = float2(dot( ro, n0 ), dot( ro, n1 )); | ||
float2 ndotrd = float2(dot( rd, n0 ), dot( rd, n1 )); | ||
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// step size | ||
float2 period = ln * PERIOD; | ||
dt = period / abs( ndotrd ); | ||
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// dist to line through origin | ||
float2 dist = abs( ndotro / ndotrd ); | ||
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// raymarch start offset - skips leftover bit to get from ro to first strata lines | ||
t = -mysign( ndotrd ) * fmod( ndotro, period ) / abs( ndotrd ); | ||
if( ndotrd.x > 0. ) t.x += dt.x; | ||
if( ndotrd.y > 0. ) t.y += dt.y; | ||
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// sample weights | ||
float minperiod = PERIOD; | ||
float maxperiod = sqrt( 2. )*PERIOD; | ||
wt = smoothstep( maxperiod, minperiod, dt/ln ); | ||
wt /= (wt.x + wt.y); | ||
} | ||
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vec4 raymarch( in vec3 ro, in vec3 rd ) | ||
{ | ||
vec4 sum = vec4(0, 0, 0, 0); | ||
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// setup sampling | ||
float2 t, dt, wt; | ||
SetupSampling( t, dt, wt, ro, rd ); | ||
//t.y=12000.; | ||
for(int i=0; i<SAMPLE_COUNT; i++) | ||
{ | ||
if( sum.a > 0.99 ) continue; | ||
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// data for next sample | ||
vec4 data = t.x < t.y ? vec4( t.x, wt.x, dt.x, 0. ) : vec4( t.y, wt.y, 0., dt.y ); | ||
// somewhat similar to: https://www.shadertoy.com/view/4dX3zl | ||
//vec4 data = mix( vec4( t.x, wt.x, dt.x, 0. ), vec4( t.y, wt.y, 0., dt.y ), float(t.x > t.y) ); | ||
vec3 pos = ro + data.x * rd; | ||
float w = data.y; | ||
t += data.zw; | ||
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vec4 col = map( pos ); | ||
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// iqs goodness | ||
float dif = clamp((col.w - map(pos+0.6*sundir).w)/0.6, 0.0, 1.0 ); | ||
vec3 lin = vec3(0.51, 0.53, 0.63)*1.35 + 0.55*vec3(0.85, 0.57, 0.3)*dif; | ||
col.xyz *= lin; | ||
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col.xyz *= col.xyz; | ||
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col.a *= 0.35; | ||
col.rgb *= col.a; | ||
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// fade samples at far field | ||
float fadeout = 1.;// 1.-clamp((t/(DIST_MAX*.3)-.85)/.15,0.,1.); // .3 is an ugly fudge factor due to oversampling | ||
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// integrate | ||
//thisDt = sqrt(thisDt/5. )*5.; // hack to soften and brighten | ||
sum += col * (1.0 - sum.a) * fadeout * w; | ||
} | ||
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sum.xyz /= (0.001+sum.w); | ||
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return clamp( sum, 0.0, 1.0 ); | ||
} | ||
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vec3 sky( vec3 rd ) | ||
{ | ||
vec3 col = vec3(0.); | ||
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float hort = 1. - clamp(abs(rd.y), 0., 1.); | ||
col += 0.5*vec3(.99,.5,.0)*exp2(hort*8.-8.); | ||
col += 0.1*vec3(.5,.9,1.)*exp2(hort*3.-3.); | ||
col += 0.55*vec3(.6,.6,.9); | ||
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float sun = clamp( dot(sundir,rd), 0.0, 1.0 ); | ||
col += .2*vec3(1.0,0.3,0.2)*pow( sun, 2.0 ); | ||
col += .5*vec3(1.,.9,.9)*exp2(sun*650.-650.); | ||
col += .1*vec3(1.,1.,0.1)*exp2(sun*100.-100.); | ||
col += .3*vec3(1.,.7,0.)*exp2(sun*50.-50.); | ||
col += .5*vec3(1.,0.3,0.05)*exp2(sun*10.-10.); | ||
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float ax = atan(rd.y,length(rd.xz))/1.; | ||
float ay = atan(rd.z,rd.x)/2.; | ||
float st = texture2D( iChannel0, vec2(ax,ay) ).x; | ||
float st2 = texture2D( iChannel0, .25*vec2(ax,ay) ).x; | ||
st *= st2; | ||
st = smoothstep(0.65,.9,st); | ||
col = mix(col,col+1.8*st,clamp(1.-1.1*length(col),0.,1.)); | ||
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return col; | ||
} | ||
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) | ||
{ | ||
if( iMouse.z > 0. ) | ||
STRATIFIED = false; | ||
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vec2 q = fragCoord.xy / iResolution.xy; | ||
vec2 p = -1.0 + 2.0*q; | ||
p.x *= iResolution.x/ iResolution.y; | ||
vec2 mo = -1.0 + 2.0*iMouse.xy / iResolution.xy; | ||
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// camera | ||
vec3 ro = vec3(0.,1.9,0.) + iGlobalTime*camVel; | ||
vec3 ta = ro + lookDir; //vec3(ro.x, ro.y, ro.z-1.); | ||
vec3 ww = normalize( ta - ro); | ||
vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), ww )); | ||
vec3 vv = normalize(cross(ww,uu)); | ||
vec3 rd = normalize( p.x*uu + 1.2*p.y*vv + 1.5*ww ); | ||
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// sky | ||
vec3 col = sky(rd); | ||
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// divide by forward component to get fixed z layout instead of fixed dist layout | ||
//vec3 rd_layout = rd/mix(dot(rd,ww),1.0,samplesCurvature); | ||
vec4 clouds = raymarch( ro, rd ); | ||
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col = mix( col, clouds.xyz, clouds.w ); | ||
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col = clamp(col, 0., 1.); | ||
col = smoothstep(0.,1.,col); | ||
col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12 ); //Vign | ||
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fragColor = vec4( col, 1.0 ); | ||
} |
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