int w= 1; @D //#version 420 @@ // Parameters from our host // x: Scene // y: Zeit // z: Quadratzeit mit Faktor // w: Aspect ratio in vec2 Y,Z; // All data of our world float L, cFac, CurTime, CurStep, pi= acos(-1.0); vec2 CurNormal; varying out vec3 cRes; vec3 CurColor,p,FogColor= vec3( 0.9, 0.9, 1.0 ); vec2 rotate(vec2 v,float y) { return cos(y)*v+sin(y)*vec2(-v.y,v.x); } //repeat around y axis w times //void rp(inout vec3 p, float trans, float w) float repeatr(inout vec2 v,float x, float y) { float a= atan(v.y,v.x); float z=mod(a,y)-y*.5; v=(length(v))*vec2(cos(z),sin(z)); v.x-=x; return z-a; } void repeat( inout float w, float y ) { w= mod( w - y*.5, y ) - y*.5; } void repeate( inout float w, float y, float z ) { w= max( abs(w)-z, mod( w - y*.5, y ) - y*.5); } float row( float w, float y) { return floor( ( w - y*.5 )/ y ); } //radius of the torus/ radius of the ring float torus(vec3 p,float f) { return length(vec2(length(p.xz) - f,p.y)); } /*float signedDistToBox( vec3 p, vec3 b ) { vec3 di = abs(p) - b; float mc = maxcomp(di); return mc<0.0 ? mc : length(max(di,0.0)); }*/ /*float CBox( in vec3 p, in vec3 box, float rad ) { return length( max( abs(p) - box + vec3(rad), 0.0 ) ) - rad; }*/ /*float EndlessBar( vec2 p, float y, float z ) { return length( max( abs(p) - vec2(y) + vec2(z), 0.0 ) ) - z; }*/ float noise3D( vec3 p ) { return fract( sin( p.x * 151.0 + p.y * 33.0 + p.z ) * 11.0 ); } float smoothnoise(vec3 p) { vec2 e = vec2(1.0, 0.0); vec3 o= smoothstep(0.0,1.0,fract( p )); p= floor( p ); vec4 n= mix( vec4( noise3D( p+e.yyy),//n000, noise3D( p+e.xyy),//n100, noise3D( p+e.yxy),//n010, noise3D( p+e.xxy)),//n110), vec4( noise3D( p+e.yyx),//n001, noise3D( p+e.xyx),//n101, noise3D( p+e.yxx),//n011, noise3D( p+e.xxx)),//n111), o.z); e = mix(n.xy, n.zw, o.y); return mix(e.x, e.y, o.x); } float plasm(float x, float a, float b,float c) { return sin(x+a+c*sin(x+b)); } /*float base(vec3 z) { vec3 y=z; y.y+=0.8+sin(CurTime); return min( (y.y < 0.0 ? length(y):length(y.xz))-0.6, max( -length(z.xz)+0.8, min( -z.y, max( length(z.xz)-1.0, -0.2-z.y)))); }*/ float f0(vec3 p) { return 250.0; } float f1(vec3 p) { float d= 999.0; float a= atan(p.x,p.z)+CurTime; p.x= length(p.xz) - 94.0; for( float b= 0.0; b < 3.0; b++ ) { vec3 o=p; o.x+= 5.0*sin( (a+b*2.0*pi)*16.0/3.0 ); o.y+= 5.0*sin( (a+b*2.0*pi)*8.0/3.0 ); d= min( d, length(o.xy) - 2.0 ); } return d; } float f2(vec3 p) { repeatr( p.zx, 96.0, pi/90.0); repeatr( p.yz, 11.0, pi/9.0); return max( -length(p.xz)+0.8, min( -p.y, max( length(p.xz)-1.0, -0.2-p.y))); } float f3(vec3 p) { float b= repeatr( p.zx, 96.0, pi/90.0); float a= repeatr( p.yz, 11.0, pi/9.0); p.y+= 0.5*plasm( 2.0*CurTime*pi, b, a, 1.3); return (p.y < 0.0 ? length(p):length(p.xz))-0.6; } float f4(vec3 p) { float s= plasm( 0.2*p.y, row(p.x, 8.0), row(p.z, 8.0), 1.0); repeat(p.x, 8.0 ); repeat(p.z, 8.0 ); vec2 y= abs(abs(rotate(p.xz,s)) - 0.4); repeat(p.y,0.5); return max( max(y.x,y.y)-0.3, 0.1 - max( abs(p.y),min(y.x,y.y))); } float f5(vec3 p) { float s= plasm( 2.0*CurTime*pi, row(p.x, 8.0), row(p.z, 8.0), 1.0); repeate(p.x, 8.0, 16.0 ); repeate(p.z, 8.0, 48.0 ); vec3 o= p; p.y-=s; repeat(p.y, 12.0 ); p.y= abs(p.y) - 4.0; repeat(o.y, 5.0); return min(torus(p, 2.0)-0.5, max( length( o ) - 1.5, abs( o.y ) - 0.5 )); } float f6(vec3 p) { float s= plasm( 2.0*CurTime*pi, row(p.x, 8.0), row(p.z, 8.0), 1.0); repeate(p.x, 8.0, 16.0 ); repeate(p.z, 8.0, 48.0 ); vec3 o= p; p.y-=s; repeat(p.y, 12.0 ); float f= max( abs(p.y)-4.0, abs(2.0-length(p.xz))-0.25); repeat( p.y, 1.0 ); return max( f,-abs(p.y) + 0.4 ); } float f7(vec3 p ) { return 18.0 + p.y; } float f8(vec3 p) { repeatr( p.zx, 8.0, pi/8.0); repeat(p.y, 7.0 ); float s= length( p ) - 9.0; repeate(p.y, 2.2, 2.2 ); p.x= abs( p.x ) - 2.0; return max( s,(p.x > 0.0 ? length(p.xy):abs(p.y))-1.0 ); } float f9(vec3 p) { repeatr( p.zx, 8.0, pi/8.0); return p.z-8.0; } float f10(vec3 p) { p.x= abs( p.x ); repeat( p.z, 6.0 ); float s= min( 28.5 - p.x, max( 24.0 - p.x, abs(p.z) - 2.0 )); p.yz= rotate( p.yz, pi/4.0); repeat( p.x, 3.0 ); repeat( p.y, 3.0 ); repeat( p.z, 3.0 ); return max( s, 1.0 - length( p ) ); } float f11(vec3 p) { p.x+= 29.0; //p.x+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0))); p.xz= rotate( p.xz, (CurTime+1.0)*(cos(4.0*row(p.y, 20.0)))); repeat( p.y, 20.0 ); repeatr( p.xz, .0, pi/5.0); return max( length( length( p.xz )-51.0)-0.25, max( length(p.y)-5.0, length(p.z)-10.0 )); /*p.x+= 20.0; //p.x+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0))); p.xz= rotate( p.xz, (CurTime+1.0)*(cos(4.0*row(p.y, 20.0)))); repeat( p.y, 20.0 ); repeatr( p.xz, 40.0, pi/5.0); vec3 v= abs(p)-vec3(0.25,5.0,10.0); return max( v.x, max( v.y, v.z ));*/ /*p.z+= 32.0 * (CurTime+1.0)*(cos(4.0*row(p.y, 20.0))); repeat( p.y, 20.0 ); repeat( p.z, 28.0 ); p.x-=21.0; vec3 v= abs(p)-vec3(0.25,5.0,10.0); return max( v.z, max( v.y, v.x ));*/ // repeate( p.x, 4.0, 8.0 ); // return min( torus(p.xzy, 1.5) - 0.4, max( v.x, max( v.y, v.z ))); } float f12(vec3 p) { float l= sin( 999.0*repeatr( p.xz, 61.0, pi/32.0) ); p.y+=64.0*l*CurTime; l= l + 2.0; repeat( p.y, l*2.0+5.0); l= max( length(p.x)-0.5 ,max(length(p.y)-l, length(p.z )-1.0 ) ); p.yz= rotate( p.yz, pi/4.0); p.x+= 0.5; repeat( p.y, 0.5 ); repeat( p.z, 0.5 ); return max( l, 0.2 - length( p ) ); //return 36.0 - length( length( p.xz ) - 40.0 ); } float f13(vec3 p) { float l= sin( (999.0* repeatr( p.xz, 64.0, pi/22.0)) ); p.y+=32.0*l*CurTime; l= l + 6.0; repeat( p.y, l*2.0+1.0); l= max( -p.x ,max(length(p.y)-l, length(p.z )-4.0 ) ); p.yz= rotate( p.yz, pi/4.0); repeat( p.y, 3.0 ); repeat( p.z, 3.0 ); return min( 5.0-p.x, max( l, 1.0 - length( p ) ) ); } float f14(vec3 p) { p.y-= CurTime * 260.0; p.xz= rotate( p.xz, CurTime*2.0); repeatr( p.zx, 39.0, pi/6.0); repeat( p.y, 260.0 ); p.yz= rotate( p.yz, 0.5); return max( max(length(p.y)- 36.0, length(p.x )-5.0 ), p.z); } float f15(vec3 p) { p.y-= CurTime * 260.0; p.xz= rotate( p.xz, CurTime*2.0); repeatr( p.zx, 40.0, pi/6.0); repeat( p.y, 260.0 ); p.yz= rotate( p.yz, 0.5); return max( max(length(p.y)- 35.0, length(p.x )-4.0 ), p.z); } float f(vec3 p) { if( w == 1 ) return min( min( f1(p), f2(p) ), f3(p) ); else if ( w == 2 ) return min(min(min(f4(p),f5(p)),f6(p)),f7(p)); else if ( w == 3 ) return min(min(min(f8(p),f9(p)),f10(p)),f11(p)); else if ( w == 0 ) return min(min(min(f12(p),f13(p)),f14(p)),f15(p)); } void ToRes(vec3 Color, float Factor) { cRes+= Color * cFac; cFac*= Factor; } void main() { CurTime= fract(Y.x); int CurScene= int(Y.x), m=2; // Get the look direction for the current pixel (always look forwards) vec3 rayDir = vec3((Z.xy - 0.5), 0.8); if(CurScene--==0) { p= vec3(2.0, 220.0*CurTime, 58.0); rayDir.yz= rotate( rayDir.yz, -1.0-CurTime ); } else if(CurScene--==0) { p= vec3(0.0, 130.0*CurTime-90.0, 10.0); rayDir.yz= rotate( rayDir.yz, 1.0*CurTime ); rayDir.xz= rotate( rayDir.xz, 2.0*CurTime ); } else if(CurScene--==0) { p= vec3(0.0, 400.0*CurTime-30.0, -58.0); rayDir.yz= rotate( rayDir.yz, 1.0 ); } else if(CurScene--==0) { p= vec3(0.0, 20.0, -62.0); rayDir.yz= rotate( rayDir.yz, -1.2*CurTime ); } else if(CurScene--==0) { p= vec3( 0.0, -8.0, 90.0); rayDir.yz= rotate( rayDir.yz, -2.0*CurTime ); rayDir.xz= rotate( rayDir.xz, 3.6 ); } else if(CurScene--==0) { p= vec3( 90.0, -8.0, 0.0); rayDir.xz= rotate( rayDir.xz, -CurTime ); } else if(CurScene--==0) { p= vec3( 105.0, 0.0, 0.0); rayDir.xz= rotate( rayDir.xz, CurTime ); } else if(CurScene--==0) { p= vec3( 0.0, 0.0, 105.0); rayDir.xz= rotate( rayDir.xz, 3.6+CurTime ); } else if(CurScene--==0) { p= vec3( 6.0, 5.0, 12.0 *CurTime); } else if(CurScene--==0) { p= vec3( 4.0, -16.0, -6.0 - CurTime * 22.0); rayDir.xz= rotate( rayDir.xz, 1.0 ); rayDir.yz= rotate( rayDir.yz, -0.3 ); } else if(CurScene--==0) { p= vec3( 3.0, -15.0+40.0*CurTime, 17.0 ); rayDir.yz= rotate( rayDir.yz, 1.0-CurTime ); rayDir.xz= rotate( rayDir.xz, 2.0+CurTime ); } else if(CurScene--==0) { p= vec3( -2.0, 7.0, 20.0); rayDir.xz= rotate( rayDir.xz, 2.2+CurTime ); } else if(CurScene--==0) { p= vec3( 19.0, 140.0*CurTime-120.0, 0.0 ); rayDir.yz= rotate( rayDir.yz, -1.5 ); rayDir.xz= rotate( rayDir.xz, 1.0+1.0*CurTime ); } else if(CurScene--==0) { p= vec3( -20.0, 20.0, -30.0 ); rayDir.yz= rotate( rayDir.yz, -0.5 ); rayDir.xz= rotate( rayDir.xz, -0.5-0.5*CurTime ); } else if(CurScene--==0) { p= vec3(5.0, 15.0*CurTime+70.0, -30.0); rayDir.yz= rotate( rayDir.yz, 0.9 ); } else { p= vec3(-12.0, 6.0, -55.0); rayDir.yz= rotate( rayDir.yz, -1.5*CurTime ); } @D ///////////////////////////////////////////////////////////////////// //Debugzeug fuer Kamerasteuerung if( true ) { p.x= gl_ModelViewMatrix[0][0]; p.y= gl_ModelViewMatrix[0][1]; p.z= gl_ModelViewMatrix[0][2]; float a1= gl_ModelViewMatrix[1][1]; float c1,s1;vec3 q1= vec3((Z.xy - 0.5), 0.7); c1 = cos(a1); s1 = sin(a1); rayDir.y = c1 * q1.y - s1 * q1.z; rayDir.x= q1.x; rayDir.z = s1 * q1.y + c1 * q1.z; a1= gl_ModelViewMatrix[1][0]; q1=rayDir; c1 = cos(a1); s1 = sin(a1); rayDir.x = c1 * q1.x + s1 * q1.z; rayDir.z = -s1 * q1.x + c1 * q1.z; } //Ende Debugzeug fuer Kamerasteuerung ///////////////////////////////////////////////////////////////////// @@ rayDir = normalize(rayDir); cRes= vec3( .0 ); cFac=1.0; //float t=smoothnoise( rayDir*666.0 )*0.1,y,z; float t=0.0,nextT=0.0; while (m--==0&&t<250.0) { t= nextT; nextT=0.5; //bis zu einer Oberflaeche steppen //for (CurStep=1.0;t<250.0 && CurStep>t*.003;t+=0.01+max(0.0, CurStep) ) for (CurStep=1.0;t<250.0 && CurStep>t*.002;t+=CurStep ) { CurStep = f(p+rayDir*t); } //Startpunkt und Richtung fuer reflektierten Strahl; p+= rayDir*t; CurNormal = vec2(0.1, 0.0); vec3 n= vec3( f(p + CurNormal.xyy) - f(p - CurNormal.xyy), f(p + CurNormal.yxy) - f(p - CurNormal.yxy), f(p + CurNormal.yyx) - f(p - CurNormal.yyx) ); n= normalize(n); //CurStep ab hier == Reflektion !!! ////////////////////////////////////// ///material Anfang CurColor = vec3(.1); CurStep= .8; CurNormal.y= 0.5; if( w == 1 ) { L= f1(p); CurColor = vec3(0.0,0.6,0.7 ); CurStep= 0.4; if( L > f0(p) ) { L= f0(p); CurColor = vec3(0.6,0.9,1.25 ); CurStep= .1; nextT=250.0; } if( L > f3(p) ) { L= f3(p); CurColor = vec3(1.0,0.5,0.0 ); CurStep= 0.1; nextT=250.0; } if( L > f2(p) ) { L= f2(p); CurColor = vec3(1.0); CurStep= .0; nextT=250.0; } } else if( w == 2 ) { CurNormal.y= 1.5; L= f5(p); if( L > f4(p) ) { L= f4(p); CurColor = vec3(0.6,0.9,1.25 ); CurStep= .1; nextT=250.0; } if( L > f6(p) ) { L= f6(p); CurColor = vec3(1.0,0.5,0.0 ); CurStep= 0.1; nextT=250.0; } if( L > f7(p) ) { L= f7(p); CurColor = vec3(1.0); CurStep= .0; nextT=250.0; } } else if( w == 3 ) { L= f8(p); if( L > f9(p) ) { L= f9(p); CurColor = vec3(0.6,0.9,1.25 );//*0.8; CurStep= .0; nextT=250.0; } if( L > f11(p) ) { L= f11(p); CurColor = vec3(1.0,0.5,0.0 ); CurStep= 0.1; nextT=250.0; } if( L > f10(p) ) { L= f10(p); CurColor = vec3(1.0); CurStep= .0; nextT=250.0; } } else if( w == 0 ) { CurNormal.y= 0.02; L= f15(p); if( L > f14(p) ) { L= f14(p); CurColor = vec3(0.6,0.9,1.25 ); CurStep= .0; nextT=250.0; } if( L > f12(p) ) { L= f12(p); CurColor = vec3(1.0,0.5,0.0 ); CurStep= 0.1; nextT=250.0; } if( L > f13(p) ) { L= f13(p); CurColor = vec3(1.0); CurStep= .0; nextT=250.0; } } ///material Ende ////////////////////////////////////// //n.x+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x; //n.y+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x; //n.z+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x; n+= (smoothnoise( p * CurNormal.y ) + smoothnoise( p * CurNormal.y * 2.0 ) + smoothnoise( p * CurNormal.y * 4.0 )) * CurNormal.x; n= normalize(n); float Ambient= 0.3; for( int i= 0; i < 4; ++i ) { vec3 LightPos; if( w == 1 ) { LightPos= vec3(0.0,4.3,102.3); LightPos.xz= rotate( LightPos.xz, i*0.2-2.0*CurTime ); } else if( w == 2 ) { LightPos= vec3(0.0,10.0*sin( i+2.0*CurTime),12.0); LightPos.xz= rotate( LightPos.xz, i*3.0 ); } else if( w == 3 ) { LightPos= vec3(0.0,250.0*CurTime-i*50.0,20.0); LightPos.xz= rotate( LightPos.xz, cos(i)*20.0*CurTime ); } else if( w == 0 ) { LightPos= vec3(0.0,200.0*sin( i+2.0*CurTime),58.0); LightPos.xz= rotate( LightPos.xz, cos(i)*20.0*CurTime ); } vec3 LightDist= p-clamp(dot(p-LightPos,rayDir)/t,0.0,1.0)*rayDir*t; L= smoothstep(2.0, 0.0, length(LightDist-LightPos)); ToRes(vec3(3.0, 2.5, 2.0)*L,1.0-L); LightPos-=p; Ambient+= 0.4 * ( dot(normalize(LightPos),n))*smoothstep(80.0, 0.0, length(LightPos)); } L= smoothstep( 0.0,220.0*smoothstep(0.0,0.5,Y.x), t ); ToRes(FogColor*L,1.0-L); rayDir= reflect( rayDir, n ); CurColor*= Ambient; Ambient= 1.0; for (L= 6.0;L>0.;L--) { Ambient-=(L*.5-f(p+n*L*.5))/exp2(L); } CurColor*= Ambient; ToRes(CurColor,CurStep); } cRes*=smoothstep(16.0,15.65,Y.x); //gl_FragColor.xyz = cRes;// + cFac*FogColor; // z= 0.85; // rayDir.yz= rotate( rayDir.yz, 0.6 ); // z+= rayDir.y * 0.2; // if( rayDir.y > 0.0 ) // { // repeatr(rayDir.xz, 0.4, pi/8.0); // rayDir.x= abs( rayDir.x ) - .2; // z+= pow( smoothstep(.2, .0, mix( abs(rayDir.z),length(rayDir.xz), step(0.0, rayDir.x) ) ), 22.0 ); // } // gl_FragColor.xyz = cRes + cFac*z; }