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Blue Marble
A rudimentary ray marcher rendering a Sphere SDF with a naive offset sampling accumulation anti-aliasing pass to create a marble with a living pattern disturbed by Perlin noise
Created by marcogomez on Fri, 22 Oct 2021 21:31:38 GMT.
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform float time; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float SQRTAU = sqrt(TAU); float rand(vec2 x, float t) { x = fract(x * vec2(5.3987, 5.4421)); x += dot(x.yx, x.xy + vec2(21.5351, 14.3137)); float xy = x.x * x.y; float r = fract(xy * 95.4307) + fract(xy * 75.04961 + t) - 1.0; return r * 0.5 + 0.5; } float gaussian(float z, float u, float o) { float go = 1.0 / (o * SQRTAU); return go * 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 noise = rand(uv, t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 texA = texture2D(prgm1Texture, uv); vec4 texB = texture2D(prgm2Texture, uv); vec3 g = gaussgrain(time); vec3 col = mix(texA.xyz, texB.xyz, 0.65); col += g * 0.07; gl_FragColor = vec4(col, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; #define renderNaiveAA #define aaSamples 2 uniform sampler2D cubemapTexture0PX; // https://i.imgur.com/02rSpF7.png uniform sampler2D cubemapTexture0NX; // https://i.imgur.com/ittohSy.png uniform sampler2D cubemapTexture0PY; // https://i.imgur.com/z2W7Em5.png uniform sampler2D cubemapTexture0NY; // https://i.imgur.com/tjIG7sh.png uniform sampler2D cubemapTexture0PZ; // https://i.imgur.com/0LLlzKz.png uniform sampler2D cubemapTexture0NZ; // https://i.imgur.com/KD1glJm.png uniform samplerCube cubemap0; uniform vec2 resolution; uniform vec2 mouselerp; uniform vec2 mouse; uniform float time; uniform float fft; const float PI = acos(-1.0); const float TAU = PI * 2.0; float acc = 0.0; vec2 fade(vec2 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } float perlin(vec2 uv) { vec4 pi = floor(uv.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); pi = mod(pi, 289.0); vec4 pf = fract(uv.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); vec4 ix = pi.xzxz, iy = pi.yyww, fx = pf.xzxz, fy = pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; vec4 gy = abs(gx) - 0.5; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x, gy.x); vec2 g01 = vec2(gx.z, gy.z); vec2 g10 = vec2(gx.y, gy.y); vec2 g11 = vec2(gx.w, gy.w); vec4 n = 1.79284291400159 - 0.85373472095314 * vec4( dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11) ); g00 *= n.x; g01 *= n.y; g10 *= n.z; g11 *= n.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fxy = fade(pf.xy); vec2 nx = mix(vec2(n00, n01), vec2(n10, n11), fxy.x); float nxy = mix(nx.x, nx.y, fxy.y); return nxy; } vec2 cmul(vec2 a, vec2 b) { return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x ); } vec2 csqr(vec2 a) { return vec2(a.x * a.x - a.y * a.y, 2.0 * a.x * a.y); } mat3 rotate(mat3 mat, vec3 theta) { float sx = sin(theta.x), sy = sin(theta.y), sz = sin(theta.z); float cx = cos(theta.x), cy = cos(theta.y), cz = cos(theta.z); return ( mat * mat3(1.0, 0.0, 0.0, 0.0, cx, -sin(theta.x), 0.0, sx, cx) * mat3( cy, 0.0, sy, 0.0, 1.0, 0.0, -sy, 0.0, cy) * mat3( cz, -sz, 0.0, sz, cz, 0.0, 0.0, 0.0, 1.0) ); } vec2 rotate(vec2 p, vec2 c, float theta) { float co = cos(theta), si = sin(theta); return (p - c) * mat2(co, -si, si, co); } vec2 sphere(vec3 ro, vec3 rd, vec4 sph) { vec3 oc = ro - sph.xyz; float b = dot(oc, rd); float c = dot(oc, oc) - sph.w * sph.w; float h = b * b - c; if (h < 0.0) { return vec2(-1.0); } h = sqrt(h); return vec2(-b - h, -b + h); } float map(vec3 p) { float res = 0.0; vec3 c = p; float pn = perlin(2.0 * -mouselerp.x + p.zy + time * 0.125) * 0.95; for (int i = 0; i < 12; ++i) { p = abs(pn * 0.5 + 2.5) * abs(p) / (dot(p, p)) - 0.75; p.xy = rotate(p.xy, vec2(0.0), float(i) * PI * 0.25); p += pn; p.yz = mix(cmul(p.yz, p.zx), csqr(p.yz), 0.25); p = p.zxy; res += exp(-25.0 * abs(dot(p, c))) * (0.35 + fft * 0.75); } return res / 2.0; } vec3 raymarch(vec3 ro, vec3 rd, vec2 tminmax) { float t = tminmax.x; float dt = 0.1; vec3 col = vec3(0.0); float c = 0.0; for (int i = 0; i < 30; i++) { t += dt * exp(-5.0 * c); if (t > tminmax.y) { break; } vec3 pos = ro + t * rd; c = map(ro + t * rd); col = 0.99 * col + 0.5 * vec3(c * c * c, c * c, c); } return col; } mat3 calcLookAtMatrix(vec3 origin, vec3 target, float roll) { vec3 rr = vec3(sin(roll), cos(roll), 0.0); vec3 ww = normalize(target - origin); vec3 uu = normalize(cross(ww, rr)); vec3 vv = normalize(cross(uu, ww)); return mat3(uu, vv, ww); } vec3 render(vec3 ro, vec3 rd) { vec2 minMax = sphere(ro, rd, vec4(0.0, 0.0, 0.0, 2.5)); vec3 col = raymarch(ro, rd, minMax); if (minMax.x < 0.0) { col = textureCube(cubemap0, rd).xyz * 2.0; } else { vec3 nor = (ro + minMax.x * rd) / 2.0; nor = reflect(rd, nor); float fre = pow(0.5 + clamp(dot(nor, rd), 0.0, 1.0), 3.0) * 0.8; vec3 freN = fre * 1.25 + mix(fre * col, nor, 0.5) * 2.0; vec3 cubeMap = textureCube(cubemap0, nor).xyz; vec3 norPlusFres = mix(cubeMap, (cubeMap * cubeMap) + normalize(freN) * 0.6, 0.65); col += norPlusFres * 0.75; col = mix(col, col * norPlusFres, 0.42); } col = 0.5 * (log(1.0 + col)); col = clamp(col, 0.0, 1.0); return col; } vec3 naiveAA(vec3 ro, vec3 rd) { const int samples = aaSamples; vec3 c = vec3(0.0); vec2 o = vec2(6.0, 0.0); o = rotate(o, vec2(0.0), PI * 0.125); for (int i = 0; i < samples; i++) { c += render(ro + o.x / resolution.x, rd) / float(samples); o = rotate(o, vec2(0.0), TAU / float(samples)); } return c; } void main(void) { vec2 uv = (gl_FragCoord.xy - resolution.xy * 0.5) / resolution.y; if (length(mouse) > 2.0) { acc += time * 0.25; } float camRadius = 4.0; float fov = 0.5; float roXRot = sin(mouselerp.x * PI) * camRadius; float roZRot = cos(mouselerp.x * PI) * camRadius; vec3 ro = vec3(roXRot, mouselerp.y * PI, roZRot); ro.xz = rotate(ro.xz, vec2(0.0), acc); vec3 camTarget = vec3(0.0, 0.25, 0.0); float camRoll = 0.0; mat3 camMatrix = calcLookAtMatrix(ro, camTarget, camRoll); vec3 rd = normalize(camMatrix * vec3(uv.x, uv.y, fov)); #ifndef renderNaiveAA vec3 col = render(ro, rd); #else vec3 col = naiveAA(ro, rd); #endif gl_FragColor = vec4(col, 1.0); }
// ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; #define inputTexture prgm1Texture const float PI = acos(-1.0); const float TAU = PI * 2.0; const float hardscan = -8.0; const float hardPix = -2.0; const float maskDark = 0.5; const float maskLight = 1.5; float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture2D(inputTexture, pos.xy, -16.0).xyz); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 0.333) { m.r = maskLight; } else if (pos.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } float rand(vec2 uv, float t) { float seed = dot(uv, vec2(12.9898, 78.233)); return fract(sin(seed) * 43758.5453123 + t); } 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 noise = rand(uv, t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void drawVig(inout vec3 color, vec2 uv) { float vignette = uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y); vignette = clamp(pow(abs(16.0 * vignette), 0.1), 0.0, 1.0); color = mix(color, color * vignette, 0.7); } void main(void) { vec2 res = vec2(1024.0, 768.0); vec2 uv = gl_FragCoord.xy / resolution.xy; float vig = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y)); float v = exp(-0.01 * length(uv)) * vig; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 grainA = gaussgrain(frameTime * 1.0); vec3 grainB = gaussgrain(frameTime * 1.3); vec3 g = grainA * grainB * 0.12; float s = clamp(0.35 + 0.35 * sin(3.0 * time + uv.y * res.y * 3.0), 0.0, 1.0); float scanLines = pow(s, 1.33); vec4 color = vec4(tri(uv, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz * 2.0); color = mix(color, color * v, 0.7); drawVig(color.xyz, uv); color = mix(color, color - s, 0.125); color.xyz -= g; gl_FragColor = color; }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm1Texture;
uniform sampler2D prgm2Texture;
uniform vec2 resolution;
uniform float time;
const float PI = acos(-1.0);
const float TAU = PI * 2.0;
const float SQRTAU = sqrt(TAU);
float rand(vec2 x, float t) {
x = fract(x * vec2(5.3987, 5.4421));
x += dot(x.yx, x.xy + vec2(21.5351, 14.3137));
float xy = x.x * x.y;
float r = fract(xy * 95.4307) + fract(xy * 75.04961 + t) - 1.0;
return r * 0.5 + 0.5;
}
float gaussian(float z, float u, float o) {
float go = 1.0 / (o * SQRTAU);
return go * 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 noise = rand(uv, t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 texA = texture2D(prgm1Texture, uv);
vec4 texB = texture2D(prgm2Texture, uv);
vec3 g = gaussgrain(time);
vec3 col = mix(texA.xyz, texB.xyz, 0.65);
col += g * 0.07;
gl_FragColor = vec4(col, 1.0);
}
101 fps 17ms
00:00:00.34
0.00