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- //Cloud Ten
- //by nimitz 2015 (twitter: @stormoid)
- //License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
- // Contact the author for other licensing options
- // https://www.shadertoy.com/view/XtS3DD
- #define time iTime
- mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
- float noise(float t){return textureLod(iChannel0,vec2(t,.0)/iChannelResolution[0].xy,0.0).x;}
- float moy = 0.;
- float noise(in vec3 p)
- {
- vec3 ip = floor(p);
- vec3 fp = fract(p);
- fp = fp*fp*(3.0-2.0*fp);
- vec2 tap = (ip.xy+vec2(37.0,17.0)*ip.z) + fp.xy;
- vec2 rz = textureLod( iChannel0, (tap+0.5)/256.0, 0.0 ).yx;
- return mix( rz.x, rz.y, fp.z );
- }
- float fbm(in vec3 x)
- {
- float rz = 0.;
- float a = .35;
- for (int i = 0; i<2; i++)
- {
- rz += noise(x)*a;
- a*=.35;
- x*= 4.;
- }
- return rz;
- }
- float path(in float x){ return sin(x*0.01-3.1415)*28.+6.5; }
- float map(vec3 p){
- return p.y*0.07 + (fbm(p*0.3)-0.1) + sin(p.x*0.24 + sin(p.z*.01)*7.)*0.22+0.15 + sin(p.z*0.08)*0.05;
- }
- float march(in vec3 ro, in vec3 rd)
- {
- float precis = .3;
- float h= 1.;
- float d = 0.;
- for( int i=0; i<17; i++ )
- {
- if( abs(h)<precis || d>70. ) break;
- d += h;
- vec3 pos = ro+rd*d;
- pos.y += .5;
- float res = map(pos)*7.;
- h = res;
- }
- return d;
- }
- vec3 lgt = vec3(0);
- float mapV( vec3 p ){ return clamp(-map(p), 0., 1.);}
- vec4 marchV(in vec3 ro, in vec3 rd, in float t, in vec3 bgc)
- {
- vec4 rz = vec4( 0.0 );
-
- for( int i=0; i<150; i++ )
- {
- if(rz.a > 0.99 || t > 200.) break;
-
- vec3 pos = ro + t*rd;
- float den = mapV(pos);
-
- vec4 col = vec4(mix( vec3(.8,.75,.85), vec3(.0), den ),den);
- col.xyz *= mix(bgc*bgc*2.5, mix(vec3(0.1,0.2,0.55),vec3(.8,.85,.9),moy*0.4), clamp( -(den*40.+0.)*pos.y*.03-moy*0.5, 0., 1. ) );
- col.rgb += clamp((1.-den*6.) + pos.y*0.13 +.55, 0., 1.)*0.35*mix(bgc,vec3(1),0.7); //Fringes
- col += clamp(den*pos.y*.15, -.02, .0); //Depth occlusion
- col *= smoothstep(0.2+moy*0.05,.0,mapV(pos+1.*lgt))*.85+0.15; //Shadows
-
- col.a *= .95;
- col.rgb *= col.a;
- rz = rz + col*(1.0 - rz.a);
- t += max(.3,(2.-den*30.)*t*0.011);
- }
- return clamp(rz, 0., 1.);
- }
- float pent(in vec2 p){
- vec2 q = abs(p);
- return max(max(q.x*1.176-p.y*0.385, q.x*0.727+p.y), -p.y*1.237)*1.;
- }
- vec3 lensFlare(vec2 p, vec2 pos)
- {
- vec2 q = p-pos;
- float dq = dot(q, q);
- vec2 dist = p*(length(p))*0.75;
- float ang = atan(q.x,q.y);
- vec2 pp = mix(p, dist, 0.5);
- float sz = 0.01;
- float rz = pow(abs(fract(ang*.8+.12)-0.5),3.)*(noise(ang*15.))*0.5;
- rz *= smoothstep(1.0, 0.0, dot(q,q));
- rz *= smoothstep(0.0, 0.01, dot(q,q));
- rz += max(1.0/(1.0 + 30.0*pent(dist + 0.8*pos)),.0)*0.17;
- rz += clamp(sz-pow(pent(pp + 0.15*pos),1.55),.0, 1.)*5.0;
- rz += clamp(sz-pow(pent(pp + 0.1*pos),2.4),.0, 1.)*4.0;
- rz += clamp(sz-pow(pent(pp - 0.05*pos),1.2),.0, 1.)*4.0;
- rz += clamp(sz-pow(pent((pp + .5*pos)),1.7),.0, 1.)*4.0;
- rz += clamp(sz-pow(pent((pp + .3*pos)),1.9),.0, 1.)*3.0;
- rz += clamp(sz-pow(pent((pp - .2*pos)),1.3),.0, 1.)*4.0;
- return vec3(clamp(rz,0.,1.));
- }
- mat3 rot_x(float a){float sa = sin(a); float ca = cos(a); return mat3(1.,.0,.0, .0,ca,sa, .0,-sa,ca);}
- mat3 rot_y(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,.0,sa, .0,1.,.0, -sa,.0,ca);}
- mat3 rot_z(float a){float sa = sin(a); float ca = cos(a); return mat3(ca,sa,.0, -sa,ca,.0, .0,.0,1.);}
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- vec2 q = fragCoord.xy / iResolution.xy;
- vec2 p = q - 0.5;
- float asp =iResolution.x/iResolution.y;
- p.x *= asp;
- vec2 mo = iMouse.xy / iResolution.xy;
- moy = mo.y;
- float st = sin(time*0.3-1.3)*0.2;
- vec3 ro = vec3(0.,-2.+sin(time*.3-1.)*2.,time*30.);
- ro.x = path(ro.z);
- vec3 ta = ro + vec3(0,0,1);
- vec3 fw = normalize( ta - ro);
- vec3 uu = normalize(cross( vec3(0.0,1.0,0.0), fw ));
- vec3 vv = normalize(cross(fw,uu));
- const float zoom = 1.;
- vec3 rd = normalize( p.x*uu + p.y*vv + -zoom*fw );
-
- float rox = sin(time*0.2)*0.6+2.9;
- rox += smoothstep(0.6,1.2,sin(time*0.25))*3.5;
- float roy = sin(time*0.5)*0.2;
- mat3 rotation = rot_x(-roy)*rot_y(-rox+st*1.5)*rot_z(st);
- mat3 inv_rotation = rot_z(-st)*rot_y(rox-st*1.5)*rot_x(roy);
- rd *= rotation;
- rd.y -= dot(p,p)*0.06;
- rd = normalize(rd);
-
- vec3 col = vec3(0.);
- lgt = normalize(vec3(-0.3,mo.y+0.1,1.));
- float rdl = clamp(dot(rd, lgt),0.,1.);
-
- vec3 hor = mix( vec3(.9,.6,.7)*0.35, vec3(.5,0.05,0.05), rdl );
- hor = mix(hor, vec3(.5,.8,1),mo.y);
- col += mix( vec3(.2,.2,.6), hor, exp2(-(1.+ 3.*(1.-rdl))*max(abs(rd.y),0.)) )*.6;
- col += .8*vec3(1.,.9,.9)*exp2(rdl*650.-650.);
- col += .3*vec3(1.,1.,0.1)*exp2(rdl*100.-100.);
- col += .5*vec3(1.,.7,0.)*exp2(rdl*50.-50.);
- col += .4*vec3(1.,0.,0.05)*exp2(rdl*10.-10.);
- vec3 bgc = col;
-
- float rz = march(ro,rd);
-
- if (rz < 70.)
- {
- vec4 res = marchV(ro, rd, rz-5., bgc);
- col = col*(1.0-res.w) + res.xyz;
- }
-
- vec3 proj = (-lgt*inv_rotation);
- col += 1.4*vec3(0.7,0.7,0.4)*clamp(lensFlare(p,-proj.xy/proj.z*zoom)*proj.z,0., 1.);
-
- float g = smoothstep(0.03,.97,mo.x);
- col = mix(mix(col,col.brg*vec3(1,0.75,1),clamp(g*2.,0.0,1.0)), col.bgr, clamp((g-0.5)*2.,0.0,1.));
-
- col = clamp(col, 0., 1.);
- col = col*0.5 + 0.5*col*col*(3.0-2.0*col); //saturation
- col = pow(col, vec3(0.416667))*1.055 - 0.055; //sRGB
- col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12 ); //Vign
- fragColor = vec4( col, 1.0 );
- }
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