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Spheres and Shadows
Spheres, they're like boxes, but round.
Created by marcogomez on Mon, 07 Jun 2021 23:29:57 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm5Texture; uniform vec2 resolution; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 text = texture2D(prgm5Texture, uv); gl_FragColor = text; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform float time; uniform vec2 mouselerp; uniform vec2 resolution; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float INFINITY = 1.0 / 0.00001; const vec3 matSpecularCol = vec3(1.0); struct Camera { vec3 Position; vec3 Side; vec3 Up; vec3 View; vec2 Scale; }; struct Ray { vec3 Position; vec3 Direction; }; struct Sphere { vec3 Center; float Radius; }; struct Plane { vec3 Point; vec3 Normal; }; struct PointLight { vec3 Position; vec3 DiffuseColor; float DiffusePower; vec3 SpecularColor; float SpecularPower; }; struct Material { vec3 DiffuseColor; vec3 SpecularColor; float Shininess; }; struct Ball { Sphere Sphere; Material Material; float Velocity; }; struct LightBounce { Ray Normal; Material Material; }; const Material floorMaterial = Material(vec3(1.0), matSpecularCol, 130.0); const Plane floorGeometry = Plane(vec3(0.0), vec3(0.0, 0.0, 1.0)); const int lightsCount = 3; const int ballsCount = 12; PointLight pointLights[lightsCount]; Ball balls[ballsCount]; vec2 Circle(const float time) { return vec2(cos(time), sin(time)); } float IntersectSphere(const Ray ray, const Sphere sphere, inout Ray normal) { vec3 L = sphere.Center - ray.Position; float Tca = max(0.0, dot(L, ray.Direction)); if (Tca < 0.0) { return INFINITY; } float d2 = dot(L, L) - Tca * Tca; float p2 = sphere.Radius * sphere.Radius - d2; if (p2 < 0.0) { return INFINITY; } float t = Tca - sqrt (p2); vec3 intersect = ray.Position + t * ray.Direction; normal = Ray(intersect, (intersect - sphere.Center) / sphere.Radius); return t; } float IntersectPlane(const Ray ray, const Plane plane, inout Ray normal) { float t = dot(plane.Point - ray.Position, plane.Normal) / dot(ray.Direction, plane.Normal); normal = Ray(ray.Position + t * ray.Direction, plane.Normal); return t; } vec3 Phong(PointLight light, Material material, Ray normal, vec3 eye) { vec3 viewDir = normalize(normal.Position - eye); vec3 lightVec = light.Position - normal.Position; float lightDistance2 = dot(lightVec, lightVec); vec3 lightDir = lightVec / sqrt(lightDistance2); float diffuse = dot(normal.Direction, lightDir); vec3 R = lightDir - 2.0 * diffuse * normal.Direction; float specular = pow(max(0.0, dot(R, viewDir)), material.Shininess); vec3 color = ( max(0.0, diffuse) * light.DiffuseColor * light.DiffusePower * material.DiffuseColor + max(0.0, specular) * light.SpecularColor * light.SpecularPower * material.SpecularColor ); return color * 110.0 / lightDistance2; } bool Scene(const Ray ray, out LightBounce bounce) { float tMatch = INFINITY; Ray normalMatch; for (int i = 0; i < ballsCount; ++i) { Ray normal; float t = max(0.0, IntersectSphere(ray, balls[i].Sphere, normal)); if (t > 0.0 && tMatch > t) { tMatch = t; bounce = LightBounce(normal, balls[i].Material); } } Ray normalPlane; float t2 = IntersectPlane(ray, floorGeometry, normalPlane); if (t2 > 0.0 && t2 < tMatch) { vec3 pt = normalPlane.Position; if (length(pt) < 50.0 && (fract(pt.x) < 0.97 == fract(pt.y) < 0.97)) { tMatch = t2; bounce = LightBounce(normalPlane, floorMaterial); } } return tMatch < 1000.0 && tMatch > 0.0; } bool LightScene (inout Ray ray, inout vec3 color) { LightBounce bounce; if (!Scene (ray, bounce)) { return false; } vec3 bouncePos = bounce.Normal.Position + bounce.Normal.Direction * 0.0001; LightBounce bounceShadow; for (int iLight = 0; iLight < lightsCount; ++iLight) { if (!Scene (Ray(bouncePos, normalize(pointLights[iLight].Position - bouncePos)), bounceShadow)) { color += Phong(pointLights[iLight], bounce.Material, bounce.Normal, ray.Position); } } ray = Ray(bouncePos, reflect(ray.Direction, bounce.Normal.Direction)); return true; } const Sphere sphere = Sphere(vec3(0.0), 0.85); mat2 rotate(float a) { return mat2(cos(a), sin(a), -sin(a), cos(a)); } void hueShift(inout vec3 col, in float adjust) { const vec3 k = vec3(0.57735); float cosAngle = cos(adjust); col = col * cosAngle + cross(k, col) * sin(adjust) + k * dot(k, col) * (1.0 - cosAngle); } float ssin(float t) { return (2.0 / PI) * atan(sin(TAU * t * 0.5) / 0.1) * 2.0; } void main(void) { float t = time * 0.75; vec3 eye = vec3(Circle(time) * 7.0, 6.5); eye.yz += 0.5 + sin(time * 0.25) * 2.0; vec3 UP = vec3 (0.0, 0.0, 1.0); float upX = sin(time * 0.25) * 0.25; UP.x = upX * upX * upX * upX; vec3 look = normalize(UP - eye); vec3 u = cross(look, UP); vec3 v = cross(u, look); float FOV = PI / (1.6 + sin(time * 0.125) * 0.2); float TANFOV = tan(FOV / 1.8); vec3 dx = TANFOV * u; vec3 dy = TANFOV * v; const float vel = 1.0; vec2 position = (gl_FragCoord.xy - resolution.xy * 0.5) / min(resolution.x, resolution.y); Ray ray = Ray(eye, normalize(look + dx * position.x + dy * position.y)); const float angle = TAU / float(ballsCount); vec3 ballCol = vec3(1.0, 0.2, 0.2); balls[ 0] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 1] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 2] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 3] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 4] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 5] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 6] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 7] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 8] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[ 9] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[10] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); hueShift(ballCol, angle); balls[11] = Ball(sphere, Material(ballCol, matSpecularCol, 300.0), vel); float ballDist = 4.0; for (int i = 0; i < ballsCount; ++i) { float ballBounce = fract(t * balls[i].Velocity + sin(float(i) / float(ballsCount) - 0.25)) - 0.5; balls[i].Sphere.Center = vec3( cos(float(-i) * angle) * ballDist, sin(float(-i) * angle) * ballDist, balls[i].Sphere.Radius + 8.0 * (0.25 - ballBounce * ballBounce) ); } const float lightAngle = TAU / 3.0; float lightDist = 0.25 + max(0.0, ssin(time * 0.05) * 4.0); float lightHeight = 6.0; vec2 wAmount = vec2(0.2); float cAmount = 0.6; vec3 lightColor = vec3(cAmount, wAmount); vec3 r = lightColor.xyz; vec3 g = lightColor.yxz; vec3 b = lightColor.yzx; vec3 pl1Pos = vec3(vec2(lightDist), lightHeight); vec3 pl2Pos = vec3(vec2(lightDist), lightHeight); vec3 pl3Pos = vec3(vec2(lightDist), lightHeight); pl1Pos.xy *= vec2(cos(0.0 * lightAngle), sin(0.0 * lightAngle)); pl2Pos.xy *= vec2(cos(1.0 * lightAngle), sin(1.0 * lightAngle)); pl3Pos.xy *= vec2(cos(2.0 * lightAngle), sin(2.0 * lightAngle)); pl1Pos.xy *= rotate(-time * 2.0); pl2Pos.xy *= rotate(-time * 2.0); pl3Pos.xy *= rotate(-time * 2.0); pointLights[0] = PointLight(pl1Pos, r, 0.3, r, 0.5); pointLights[1] = PointLight(pl2Pos, g, 0.3, g, 0.5); pointLights[2] = PointLight(pl3Pos, b, 0.3, b, 0.5); vec3 tone = vec3(0.02, 0.03, 0.07); for (int i = 0; i < 2; i++) { LightScene(ray, tone); } // increase to 3 on a strong PC gl_FragColor = vec4(tone, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float W = 1.2; const float T = 7.5; const float amount = 1.0; const float reinhardAmount = 0.9; const float brightness = 1.2; const float saturation = 0.6; const float contrast = 1.0; const vec2 vignetteSize = vec2(0.25, 0.25); const float vignetteRoundness = 0.12; const float vignetteMix = 1.2; const float vignetteSmoothness = 0.42; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm1 = texture2D(prgm1Texture, uv); vec3 reinhard = filmicReinhard(prgm1.rgb); vec3 color = prgm1.rgb; color = mix(prgm1.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color * v; vec3 g = gaussgrain(time) * 0.03; color = mix(color, vig, vignetteMix); color = mix(prgm1.rgb, color, amount) - g; color = clamp(color, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform float time; vec4 rgbShift(vec2 p , vec4 shift) { shift *= 2.0 * shift.w - 1.0; vec2 rs = vec2(shift.x, -shift.y); vec2 gs = vec2(shift.y, -shift.z); vec2 bs = vec2(shift.z, -shift.x); float r = texture2D(prgm2Texture, p + rs, 0.0).x; float g = texture2D(prgm2Texture, p + gs, 0.0).y; float b = texture2D(prgm2Texture, p + bs, 0.0).z; return vec4(r,g,b,1.0); } vec4 noise(vec2 uv) { return texture2D(noiseTexture, uv, 0.0); } vec4 vec4pow(vec4 v, float p) { return vec4( pow(v.x, p), pow(v.y, p), pow(v.z, p), v.w ); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec2 mo = uv * 2.0 - 1.0; mo *= 0.01; vec3 chromaticAberration; chromaticAberration.r = texture2D(prgm2Texture, uv - mo * 0.05, 0.0).r; chromaticAberration.g = texture2D(prgm2Texture, uv - mo * 0.15, 0.0).g; chromaticAberration.b = texture2D(prgm2Texture, uv - mo * 0.25, 0.0).b; vec4 color = vec4(vec3(0.0), 1.0); color.xyz = mix(color.xyz, chromaticAberration, 0.3); const float speed = 0.01; const float amplitude = 0.01; vec4 shift = vec4pow( noise( vec2(speed * time, speed * time / 25.0 ) ), 8.0 ) * vec4(vec3(amplitude), 1.0); color += rgbShift(uv, shift); gl_FragColor = color; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); const float TAU = PI * 2.0; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm3 = texture2D(prgm3Texture, uv); vec4 prgm4 = texture2D(prgm4Texture, uv); gl_FragColor = prgm3 * 0.3 + prgm4 * 0.7; gl_FragColor += smoothstep(prgm4, prgm4 + 0.01, vec4(0.8, 0.2, 0.5, 1.0)) * 0.03; }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm4Texture; uniform vec2 resolution; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 color = texture2D(prgm4Texture, uv); float pb = 0.4; vec4 lcdColor = vec4(pb, pb, pb, 1.0); int px = int(mod(gl_FragCoord.x, 3.0)); if (px == 1) lcdColor.r = 1.0; else if (px == 2) lcdColor.g = 1.0; else lcdColor.b = 1.0; float sclV = 0.25; if (int(mod(gl_FragCoord.y, 3.0)) == 0) lcdColor.rgb = vec3(sclV, sclV, sclV); gl_FragColor = mix(color, color * lcdColor, 1.0); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm5Texture;
uniform vec2 resolution;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 text = texture2D(prgm5Texture, uv);
gl_FragColor = text;
}
102 fps 16ms
00:00:00.33
0.00