@D #version 100 @@ // Parameters from our host // x: Scene // y: Zeit // z: Quadratzeit mit Faktor // w: Aspect ratio varying vec4 Y,Z; // All data of our world float CurTime, CurScene, pi=acos(-1.0), sqrtOf075= sqrt( 0.75 ); vec2 rotate(vec2 v,float y) { return cos(y)*v+sin(y)*vec2(-v.y,v.x); } //repeat around y axis w times void repeat(inout vec2 v,float x, float y) { float z=mod(atan(v.y,v.x),y)-y*.5; v=(length(v))*vec2(cos(z),sin(z)); v.x-=x; } //radius of the torus/ radius of the ring float torus(vec3 p,float f) { return length(vec2(length(p.xz) - f,p.y)); } 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); } @0 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // Kugel ueber Plattform ///////////////////////////////////////////////////////////////////////////////////////////////////////////// float f0(vec3 p) { return p.y - smoothnoise( p + CurTime * 3.0 ) * 0.2 + 1.0; } float f1(vec3 p) { return min( length( p+vec3(0.0,8.0,0.0))- 8.5, torus( p, 2.3)-0.5 ); } float f2(vec3 p) { p.xz= rotate( p.xz, Y.z * 11.0 ); float d1= max( length( p )- 6.0, p.y ); repeat( p.xz, 5.0, pi/32.0); p.x= abs( p.x ) - 2.; float dist= mix( length(p.yz),length(p.xyz), step(0.0, p.x) ); return min( d1 , dist - 0.4 ); } float f3(vec3 p) { p.y -= 4.0; p.xz= rotate( p.xz, CurTime * 6.0 ); repeat( p.xz,0.0, pi/1.5); p.yz= rotate( p.yz, pi/2.0 ); float z= torus(p, 2.4)-0.5; return min( max( 0.5 - z , length(p) - 1.5 - Y.z * 22.0 ), z ); } float f(vec3 p) { float z= min( min( f0(p), f1(p) ), f2(p) ); return max( length( p ) - 33.0, min( z, max( 0.5 - z, f3(p) ) ) ); } @@ @1 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // riesiges Hexgitter ///////////////////////////////////////////////////////////////////////////////////////////////////////////// float f0(vec3 p) { vec3 o= p; p.x= mod( p.x + step( 2.0 * sqrtOf075, mod( p.y, 4.0 * sqrtOf075 ) ), 2.0 ) - 1.0; p.y= mod( p.y, 2.0 * sqrtOf075 )- sqrtOf075; //repeatHex( p.xy ); o-= p; p.z-= (CurScene == 10.0 ? 0.0 : 44.0) + 2.0 * smoothstep( -0.3, 0.3, cos( o.x * 0.03 + cos( o.y * 0.03 ) + CurTime * 4.0 ) * cos( o.y * 0.01 + cos( o.x * 0.02 ) ) ); float z= length( p )- 1.5; repeat( p.xy, 0.7, pi/3.0); return max( z, p.x ); } float f1(vec3 p) { return length( p+vec3(sin( CurTime* 3.0) * 22.0,CurTime * 11.0,-22.0))- 22.0; } float f2(vec3 p) { vec3 o= p; p.x= mod( p.x + step( 2.0 * sqrtOf075, mod( p.y, 4.0 * sqrtOf075 ) ), 2.0 ) - 1.0; p.y= mod( p.y, 2.0 * sqrtOf075 )- sqrtOf075; //repeatHex( p.xy ); return max( abs( p.z + 1.0 ) - 0.2, sqrtOf075 - length( p.xy ) ); } float f3(vec3 p) { return length( p-vec3(22.0,22.0,-14.0))- Y.z * 33.0 - 12.0; } float f(vec3 p) { float z= min( min( f0(p), f1(p) ), f2(p) ); return max(length(p) - 77.0, min( z, max( 0.5 - z, f3(p) ) ) ); } @@ @2 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // Schlange im Tunnel ///////////////////////////////////////////////////////////////////////////////////////////////////////////// float f0(vec3 p) { //p.z-= 5.5; vec3 o= p; p.z= mod( p.z, 11.0 ) - 5.5; o-= p; p.xy= rotate( p.xy, o.z + smoothstep( -0.2, 0.2, cos( CurTime * 5.0 + cos( o.z * 33.0 ) ) ) ); repeat( p.xy, 4.8, pi/4.5 ); return EndlessBar( p.xz, 1.0, 0.3 ); } float f1(vec3 p) { return 99.0; } float f2(vec3 p) { //p.z-= CurTime * 33.0; p.z= mod( p.z, 7.0 ) - 3.5; repeat( p.xy, 0.0, pi/4.0 ); return max( abs( length( p.xy ) - 9.0 ) - 0.2, 3.0 - length( p.yz ) ); } float f3(vec3 p) { p.z+= CurTime * 33.0; p.xy= rotate( p.xy, p.z * 0.2 - CurTime * 8.0 ); p.x+= 1.0; float z= 3.5 * smoothstep( -22.0, 0.0, p.z ) - 3.0 + Y.z * 17.0; p.z= mod( p.z, 0.2 ) - 0.1; return torus( p.xzy, z ) - 1.0; } float f(vec3 p) { float z= min( min( f0(p), f1(p) ), f2(p) ); return max( length( p ) - 66.0, min( z, max( 0.5 - z, f3(p) ) ) ); } @@ @3 ///////////////////////////////////////////////////////////////////////////////////////////////////////////// // Wellenlinien ///////////////////////////////////////////////////////////////////////////////////////////////////////////// float f0(vec3 p) { return 99.0; } float f1(vec3 p) { p.y+= cos( p.x * 0.3 + cos( p.z * 0.3 ) + CurTime * 4.0 ) * cos( p.z * 0.1 + cos( p.x * 0.2 ) ) + 8.0; p.xz= rotate( p.xz,CurTime * 22.0 ); p.z= mod( p.z, 3.0 ) - 1.5; return EndlessBar( p.yz, 1.0, 0.25 ); } float f2(vec3 p) { p.y+= cos( p.x * 0.3 + cos( p.z * 0.3 ) + CurTime * 4.0 ) * cos( p.z * 0.1 + cos( p.x * 0.2 ) ); p.xz= rotate( p.xz,CurTime * 11.0 ); p.z= mod( p.z, 3.0 ) - 1.5; return EndlessBar( p.yz, 0.5, 0.25 ); } float f3(vec3 p) { return length( p+vec3(-11.0,-16.0,-22.0) ) - Y.z * 33.0 - 12.0; } float f(vec3 p) { float z= min( min( f0(p), f1(p) ), f2(p) ); return max( length( p ) - 66.0, min( z, max( 0.5 - z, f3(p) ) ) ); } @@ void main() { CurScene= Y.x; CurTime= Y.y; // Get the look direction for the current pixel (always look forwards) vec3 rayDir = vec3((Z.xy - 0.5), 1.0); //Kamera sitzt an dieser Position vec3 p; @0 if( CurScene == 0.0 ) { p= vec3( 12.0, 1.0, 0.0); rayDir.yz= rotate( rayDir.yz, 1.0 + CurTime * -1.2 ); rayDir.xz= rotate( rayDir.xz, 3.0 - CurTime * 1.5 ); } else if( CurScene == 1.0 ) { p= vec3( -3.0, 3.0, -16.0 + CurTime * 10.0); rayDir.xz= rotate( rayDir.xz, CurTime * -0.6 ); } else if( CurScene == 2.0 ) { p= vec3( 0.0, 12.0 - CurTime * 8.0, -16.0 + CurTime * 12.0); rayDir.yz= rotate( rayDir.yz, 0.4 + CurTime * 0.4 ); } else if( CurScene == 3.0 ) { p= vec3( 2.0, 2.0, -6.0 - Y.z * 22.0); //rayDir.yz= rotate( rayDir.yz, 0.0 ); } @@ @3 if( CurScene == 4.0 ) { p= vec3( 0.0, -6.5 + CurTime * 33.0, 5.0); rayDir.yz= rotate( rayDir.yz, 1.0 ); rayDir.xz= rotate( rayDir.xz, 2.0 ); } else if( CurScene == 5.0 ) { p= vec3( 11.0, 2.0, 22.0 - CurTime * 66.0); //rayDir.yz= rotate( rayDir.yz, 0.8 ); rayDir.xz= rotate( rayDir.xz, 4.0 - CurTime * 5.0 ); } else if( CurScene == 6.0 ) { p= vec3( 0.0, 7.0 - CurTime * 11.0, 0.0 + CurTime * -11.0 ); } @@ @2 if( CurScene == 7.0 ) { p= vec3( -11.0, 3.0, -28.0 - CurTime * 11.0); rayDir.yz= rotate( rayDir.yz, 0.2 ); rayDir.xz= rotate( rayDir.xz, -2.0 + CurTime ); } else if( CurScene == 8.0 ) { p= vec3( -1.0, 1.0, -33.0 - CurTime * 7.0); //rayDir.yz= rotate( rayDir.yz, 0.2 ); //rayDir.xz= rotate( rayDir.xz, -2.0 + CurTime ); } else if( CurScene == 9.0 ) { p= vec3( Y.z * 18.0 + 3.0 * smoothstep( 0.3, 0.4, CurTime ), Y.z * 3.0 + 3.0, CurTime * -60.0 ); rayDir.yz= rotate( rayDir.yz, 0.1 ); rayDir.xz= rotate( rayDir.xz, CurTime ); } @@ @1 if( CurScene == 10.0 ) { p= vec3( 33.0, 33.0, -11.0 + CurTime * 5.0); rayDir.yz= rotate( rayDir.yz, 0.8 - CurTime ); rayDir.xz= rotate( rayDir.xz, 0.5 + CurTime ); } else if( CurScene == 11.0 ) { p= vec3(-11.0, -11.0, -11.0); rayDir.yz= rotate( rayDir.yz, -CurTime * 0.7 ); rayDir.xz= rotate( rayDir.xz, -CurTime ); } else if( CurScene == 12.0 ) { p= vec3(33.0, 11.0, 33.0); rayDir.yz= rotate( rayDir.yz, CurTime * 0.4 ); rayDir.xz= rotate( rayDir.xz, 1.2 + CurTime * 0.6); } else if( CurScene == 13.0 ) { p= vec3( mix( 22.0 - 88.0 * Y.z, -44.0 * CurTime, CurTime), 22.0, 6.0 ); rayDir.yz= rotate( rayDir.yz, CurTime * 0.2 ); rayDir.xz= rotate( rayDir.xz, 3.4 + sqrt(CurTime) * 1.4 ); } @@ @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), 1.0); 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); vec3 cRes= vec3( .0,.0,.0 ); float cFac=1.0; float t=smoothnoise( rayDir*666.0 )*0.2,y,z,CurStep,m=0; while (m++<2.0) { //bis zu einer Oberflaeche steppen for (CurStep=1.0;t<66.0 && CurStep>t*.003;t+=max( 0.01, CurStep+0.01) ) { CurStep = f(p+rayDir*t); } if( t > 66.0 ) { break; } //Startpunkt und Richtung fuer reflektierten Strahl; p+= rayDir*t; //vec3 n = normal(p); vec2 e = vec2(0.04, 0.0); vec3 n= vec3( f(p + e.xyy) - f(p - e.xyy), f(p + e.yxy) - f(p - e.yxy), f(p + e.yyx) - f(p - e.yyx) ); n= normalize(n); z= f0(p); //CurStep ab hier == Reflektion !!! @0 vec3 c = vec3(0.05,.1,.2 ) * (t+5.0) * 0.2; CurStep= .7; @@ @1 vec3 c = vec3(0.8,.0,.0 ); CurStep= .15; @@ @2 vec3 c = vec3(0.95,1.0,0.95 ); CurStep= .18; @@ @3 vec3 c = vec3(0.05,.1,.2 ); CurStep= .7; @@ if( z > f3(p) ) { z= f3(p); @0 c = vec3(1.0,0.0,0.0 ); CurStep= .15; @@ @1 c = vec3(1.0,0.0,0.0 ); CurStep= .15; @@ @2 c = vec3(1.0,0.0,0.0 ); CurStep= .15; @@ @3 c = vec3(1.0,0.0,0.0 ); CurStep= .15; @@ } if( z > f1(p) ) { z= f1(p); @0 c = vec3(.1); CurStep= .8; @@ @1 c = vec3(0.05,.1,.2 ); CurStep= .7; e.y= 0.3; @@ @2 c = vec3(.1); CurStep= .6; @@ @3 c = vec3(.6); CurStep= .3; @@ } if( z > f2(p) ) { z= f2(p); c = vec3(0.0,0.6,0.8 ) * (0.9 - 0.15 / clamp(dot( n, rayDir ), -1.0, -0.05)); @0 CurStep= .2; e.y= 8.0; @@ @1 CurStep= .2; e.y= 2.0; @@ @2 CurStep= .1; e.y= 2.0; @@ @3 CurStep= .2; e.y= 5.0; @@ } n+= (smoothnoise( p * e.y ) + smoothnoise( p * e.y * 2.0 ) + smoothnoise( p * e.y * 4.0 )) * e.x; n= normalize(n); rayDir= reflect( rayDir, n ); y= 6.0; for (z=1.0;y>0.;y--) { z-=(y*.5-f(p+n*y*.5))/exp2(y); } c*= z; //lambertlight n.yz= rotate( n.yz, 0.6 ); c*= .4 + .3 * ( 1.0 - abs( n.y - .9 ) ); cRes+= cFac*c;//*(1.0-Reflect); cFac*= CurStep;// Reflect * (1.0-t/tmax); t= 0.3; } p=vec3(0.8); rayDir.yz= rotate( rayDir.yz, 0.6 ); p+= rayDir.y * 0.2; if( m < 2 ) { p*= vec3( 0.95, 1.1, 1.2); } if( rayDir.y > 0.0 ) { repeat(rayDir.xz, 0.4, pi/8.0); rayDir.x= abs( rayDir.x ) - .2; p+= pow( smoothstep(.2, .0, mix( abs(rayDir.z),length(rayDir.xz), step(0.0, rayDir.x) ) ), 22.0 ); } vec3 color = cRes + cFac*p; gl_FragColor.xyz = length(color) * (cos((Z.y + color)*pi*2)*.125+.5); }