diff --git a/scripts/wlbg/src/bg_frag.glsl b/scripts/wlbg/src/bg_frag.glsl index b2b6aa0..3ed3032 100644 --- a/scripts/wlbg/src/bg_frag.glsl +++ b/scripts/wlbg/src/bg_frag.glsl @@ -8,61 +8,126 @@ in vec2 fragCoord; out vec4 fragColor; -// shader: https://www.shadertoy.com/view/Ms2SDc +// shader: https://www.shadertoy.com/view/3l23Rh -const float PI=3.14159265358979323846; -const float value=0.0; +mat2 rot(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);} +const mat3 m3 = mat3(0.33338, 0.56034, -0.71817, -0.87887, 0.32651, -0.15323, 0.15162, 0.69596, 0.61339)*1.93; +float mag2(vec2 p){return dot(p,p);} +float linstep(in float mn, in float mx, in float x){ return clamp((x - mn)/(mx - mn), 0., 1.); } +float prm1 = 0.; +vec2 bsMo = vec2(0); -float rand(in vec2 p,in float t) { - return fract(sin(dot(p+mod(t,1.0),vec2(12.9898,78.2333)))*43758.5453); -} +vec2 disp(float t){ return vec2(sin(t*0.22)*1., cos(t*0.175)*1.)*2.; } -vec2 rotate(vec2 k,float t) { - return vec2(cos(t)*k.x-sin(t)*k.y,sin(t)*k.x+cos(t)*k.y); -} - -float scene1(vec3 p) { - float speed=time*0.5; - float ground=dot(p,vec3(0.0,1.0,0.0))+0.75; - float t1=length(abs(mod(p.xyz,2.0)-1.0))-1.35+0.05*cos(PI*p.x*4.0)+0.05*sin(PI*p.z*4.0); // structure - float t3=length(max(abs(mod(p.xyz,2.0)-1.0).xz-1.0,0.5))-0.075+0.1*cos(p.y*36.0); // structure slices - float t5=length(abs(mod(p.xyz,0.5))-0.25)-0.975; - float bubble_w=0.8+0.2*cos(PI*p.z)+0.2*cos(PI*p.x); - float bubble=length(mod(p.xyz,0.125)-0.0625)-bubble_w; - float hole_w=0.05; - float hole=length(abs(mod(p.xz,1.0)-0.5))-hole_w; - float tube_p=2.0-0.25*sin(PI*p.z*0.5); - float tube_v=PI*8.0; - float tube_b=tube_p*0.02; - float tube_w=tube_b+tube_b*cos(p.x*tube_v)*sin(p.y*tube_v)*cos(p.z*tube_v)+tube_b*sin(PI*p.z+speed*4.0); - float tube=length(abs(mod(p.xy,tube_p)-tube_p*0.5))-tube_w; - return min(max(min(-t1,max(-hole-t5*0.375,ground+bubble)),t3+t5),tube); -} - -void main() { - float speed=time*0.5; - float ground_x=1.5*cos(PI*speed*0.125); - float ground_y=4.0-3.0*sin(PI*speed*0.125)+0.125*value; - float ground_z=-1.0-speed; - vec2 position=fragCoord.xy; - vec2 p=-1.0+2.0*position; - vec3 dir=normalize(vec3(p*vec2(1.625,1.0),0.75)); // screen ratio (x,y) fov (z) - dir.yz=rotate(dir.yz,PI*0.25*sin(PI*speed*0.125)-value*0.25); // rotation x - dir.zx=rotate(dir.zx,PI*cos(-PI*speed*0.05)); // rotation y - dir.xy=rotate(dir.xy,PI*0.125*cos(PI*speed*0.125)); // rotation z - vec3 ray=vec3(ground_x,ground_y,ground_z); - float t=0.0; - const int ray_n=96; - for(int i=0;i 0.99)break; + + vec3 pos = ro + t*rd; + vec2 mpv = map(pos); + float den = clamp(mpv.x-0.3,0.,1.)*1.12; + float dn = clamp((mpv.x + 2.),0.,3.); + + vec4 col = vec4(0); + if (mpv.x > 0.6) + { + + col = vec4(sin(vec3(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08); + col *= den*den*den; + col.rgb *= linstep(4.,-2.5, mpv.x)*2.3; + float dif = clamp((den - map(pos+.8).x)/9., 0.001, 1. ); + dif += clamp((den - map(pos+.35).x)/2.5, 0.001, 1. ); + col.xyz *= den*(vec3(0.005,.045,.075) + 1.5*vec3(0.033,0.07,0.03)*dif); + } + + float fogC = exp(t*0.2 - 2.2); + col.rgba += vec4(0.06,0.11,0.11, 0.1)*clamp(fogC-fogT, 0., 1.); + fogT = fogC; + rez = rez + col*(1. - rez.a); + t += clamp(0.5 - dn*dn*.05, 0.09, 0.3); + } + return clamp(rez, 0.0, 1.0); +} + +float getsat(vec3 c) +{ + float mi = min(min(c.x, c.y), c.z); + float ma = max(max(c.x, c.y), c.z); + return (ma - mi)/(ma+ 1e-7); +} + +//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN) +vec3 iLerp(in vec3 a, in vec3 b, in float x) +{ + vec3 ic = mix(a, b, x) + vec3(1e-6,0.,0.); + float sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x)); + vec3 dir = normalize(vec3(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x)); + float lgt = dot(vec3(1.0), ic); + float ff = dot(dir, normalize(ic)); + ic += 1.5*dir*sd*ff*lgt; + return clamp(ic,0.,1.); +} + +void main() +{ + vec2 q = fragCoord.xy - 1.; + vec2 p = fragCoord.xy; + + float actualTime = time*3.; + vec3 ro = vec3(0,0,actualTime); + + ro += vec3(sin(time)*0.5,sin(time*1.)*0.,0); + + float dspAmp = .85; + ro.xy += disp(ro.z)*dspAmp; + float tgtDst = 3.5; + + vec3 target = normalize(ro - vec3(disp(actualTime + tgtDst)*dspAmp, actualTime + tgtDst)); + ro.x -= bsMo.x*2.; + vec3 rightdir = normalize(cross(target, vec3(0,1,0))); + vec3 updir = normalize(cross(rightdir, target)); + rightdir = normalize(cross(updir, target)); + vec3 rd=normalize((p.x*rightdir + p.y*updir)*1. - target); + //rd.xy *= rot(-disp(actualTime + 3.5).x*0.2 + bsMo.x); + prm1 = smoothstep(-0.4, 0.4,sin(time*0.3)); + vec4 scn = render(ro, rd, actualTime); + + vec3 col = scn.rgb; + col = iLerp(col.bgr, col.rgb, clamp(1.-prm1,0.05,1.)); + + col = pow(col, vec3(.55,0.65,0.6))*vec3(1.,.97,.9); + + col *= pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12)*0.7+0.3; //Vign + + fragColor = vec4( col, 1.0 ); }