/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include <string> std::string g_shader = R"( // various noise functions float Hash2d(vec2 uv) { float f = uv.x + uv.y * 47.0; return fract(cos(f*3.333)*100003.9); } float Hash3d(vec3 uv) { float f = uv.x + uv.y * 37.0 + uv.z * 521.0; return fract(cos(f*3.333)*100003.9); } float mixP(float f0, float f1, float a) { return mix(f0, f1, a*a*(3.0-2.0*a)); } const vec2 zeroOne = vec2(0.0, 1.0); float noise2d(vec2 uv) { vec2 fr = fract(uv.xy); vec2 fl = floor(uv.xy); float h00 = Hash2d(fl); float h10 = Hash2d(fl + zeroOne.yx); float h01 = Hash2d(fl + zeroOne); float h11 = Hash2d(fl + zeroOne.yy); return mixP(mixP(h00, h10, fr.x), mixP(h01, h11, fr.x), fr.y); } float noise2dT(vec2 uv) { vec2 fr = fract(uv); vec2 smooth = fr*fr*(3.0-2.0*fr); vec2 fl = floor(uv); uv = smooth + fl; return texture2D(iChannel0, (uv + 0.5)/iChannelResolution[0].xy).y; // use constant here instead? } float noise(vec3 uv) { vec3 fr = fract(uv.xyz); vec3 fl = floor(uv.xyz); float h000 = Hash3d(fl); float h100 = Hash3d(fl + zeroOne.yxx); float h010 = Hash3d(fl + zeroOne.xyx); float h110 = Hash3d(fl + zeroOne.yyx); float h001 = Hash3d(fl + zeroOne.xxy); float h101 = Hash3d(fl + zeroOne.yxy); float h011 = Hash3d(fl + zeroOne.xyy); float h111 = Hash3d(fl + zeroOne.yyy); return mixP( mixP(mixP(h000, h100, fr.x), mixP(h010, h110, fr.x), fr.y), mixP(mixP(h001, h101, fr.x), mixP(h011, h111, fr.x), fr.y) , fr.z); } float PI=3.14159265; vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); } vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); } float saturate(float a) { return clamp(a, 0.0, 1.0); } float Density(vec3 p) { //float ws = 0.06125*0.125; //vec3 warp = vec3(noise(p*ws), noise(p*ws + 111.11), noise(p*ws + 7111.11)); float final = noise(p*0.06125);// + sin(iGlobalTime)*0.5-1.95 + warp.x*4.0; float other = noise(p*0.06125 + 1234.567); other -= 0.5; final -= 0.5; final = 0.1/(abs(final*final*other)); final += 0.5; return final*0.0001; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // ---------------- First, set up the camera rays for ray marching ---------------- vec2 uv = fragCoord.xy/iResolution.xy * 2.0 - 1.0;// - 0.5; // Camera up vector. vec3 camUp=vec3(0,1,0); // vuv // Camera lookat. vec3 camLookat=vec3(0,0.0,0); // vrp float mx=iMouse.x/iResolution.x*PI*2.0 + iGlobalTime * 0.01; float my=-iMouse.y/iResolution.y*10.0 + sin(iGlobalTime * 0.03)*0.2+0.2;//*PI/2.01; vec3 camPos=vec3(cos(my)*cos(mx),sin(my),cos(my)*sin(mx))*(200.2); // prp // Camera setup. vec3 camVec=normalize(camLookat - camPos);//vpn vec3 sideNorm=normalize(cross(camUp, camVec)); // u vec3 upNorm=cross(camVec, sideNorm);//v vec3 worldFacing=(camPos + camVec);//vcv vec3 worldPix = worldFacing + uv.x * sideNorm * (iResolution.x/iResolution.y) + uv.y * upNorm;//scrCoord vec3 relVec = normalize(worldPix - camPos);//scp // -------------------------------------------------------------------------------- float t = 0.0; float inc = 0.02; float maxDepth = 70.0; vec3 pos = vec3(0,0,0); float density = 0.0; // ray marching time for (int i = 0; i < 37; i++) // This is the count of how many times the ray actually marches. { if ((t > maxDepth)) break; pos = camPos + relVec * t; float temp = Density(pos); //temp *= saturate(t-1.0); inc = 1.9 + temp*0.05; // add temp because this makes it look extra crazy! density += temp * inc; t += inc; } // -------------------------------------------------------------------------------- // Now that we have done our ray marching, let's put some color on this. vec3 finalColor = vec3(0.01,0.1,1.0)* density*0.2; // output the final color with sqrt for "gamma correction" fragColor = vec4(sqrt(clamp(finalColor, 0.0, 1.0)),1.0); } )";