const int shader= 1; // Parameters from our host // x: #sceneid.#scenetime (float) // y: undefined // z: Snare drum intensity (amiga ball radius gain) // w: undefined varying vec4 Y; // Position of the fragment varying vec2 Z; uniform sampler2D V; uniform sampler2D HEIGHT; // Forward declarations vec4 traceRay(vec3 ro, vec3 rd, int ignore); vec3 shade(vec4 hitPoint, vec3 newRo, vec3 rd); // All data of our world vec3 spherePos, lightDir, lightColor, waterColor, ro, rd, interlacing; float sphereRadius, gf_DetailLevel, pi, eps, bigeps; // Pseudo random number base generator (credits go to iq/rgba) float rnd(vec2 x) { int n = int(x.x * 40 + x.y * 6400); n = (n << 13) ^ n; return 1 - float( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824; } // Generate cubic interpolated random values float smoothrnd(vec2 x) { x = mod(x,1000.0); vec2 a = fract(x); x -= a; vec2 u = a*a*(3.0-2.0*a); return mix( mix(rnd(x+vec2(0,0)),rnd(x+vec2(1,0)), u.x), mix(rnd(x+vec2(0,1)),rnd(x+vec2(1,1)), u.x), u.y); } // Convert the cipher range from [-1,1] to [0,1] float norm(float x) { return x * 0.5 + 0.5; } float voronoi(vec2 p) { return (0.01 + ((.25*texture2D(V, p * 128.0).x) + texture2D(V, p * 32.0).x)) * smoothstep(0.25, 0.35, texture2D(V, p * 11).y * texture2D(V, p * 13).y); } float texnoise(vec2 p) { return texture2D(V, p).y; } float grass(vec2 p) { return texnoise(p * 57) * texnoise(p * 13) * 2.0; } // Our heightmap calculation function, we could use some perlin noise here if it wouldn't be so performance killing float height(vec2 x) { return texture2D(HEIGHT, x).x; } // Gets the terrain normal vec3 getTerrainNormal(vec3 p) { return normalize(vec3( height(p.xz - vec2(bigeps, 0)) - height(p.xz + vec2(bigeps, 0)), 2 * bigeps, height(p.xz - vec2(0, bigeps)) - height(p.xz + vec2(0, bigeps)))); } // Global diffuse lighting formula vec3 diffuseLight(vec3 incolor, float shadow, vec3 normal) { return (0.3 + shadow * 0.7 * max(dot(normal, lightDir), 0.0)) * lightColor * incolor; } // Calculates the water "waves". To reduce the bumpiness, increment the y-axis vec3 getWaterNormal(vec3 p) { return normalize(vec3( texnoise(p.xz * 40 + Y.x*.5)*2-1, 8, texnoise(p.xz * 80 - Y.x*.25)*2-1)); } float caustic(vec3 p) { vec2 q = p.xz * (1 - p.y * .01); float noiseX = texnoise(q * .125 * (.05*Y.x+vec2(2,3))); float noiseY = texnoise(q * .125 * (.05*Y.x+vec2(4,5))); q = mod(q * 10.0 + vec2(noiseX, noiseY) * 16.0, 1.0); q -= step(0.5, q) * 2 * (q - 0.5); q *= 2; return max(pow(q.x, 4.0 + 4.0 * noiseX), pow(q.y, 4.0 + 4.0 * noiseX)); } float caustics(vec3 p) { return caustic(p * 31) * caustic(p * 17); } // Our fake godray effect (bad if moving fast, but awesome any other time) vec3 godrays(vec3 ro, vec3 rd, float maxt, vec3 color) { const int iterations = 16; float dt = 0.001, t = 0; float cs = 0.0; for (int i = 0; i < iterations; ++i) { vec3 p = ro + rd * t; vec2 q = p.xz * (1 - p.y * .4); float shadow = 1.0-step(1,traceRay(p, lightDir, 2).w); cs = max(cs, (1 + p.y * 8) * shadow * smoothstep(0.4, 0.7, texnoise(q * 64)) / (1+t*2)); t += dt; } return color + pow(cs, 4.0) * lightColor * .1; } // Calculate the terrain color for the given voxel vec3 shadeTerrain(vec3 p, vec3 rd) { vec3 n = getTerrainNormal(p); float vrn = voronoi(p.xz); vec3 grassColor = vec3(0.8, 0.85, 0.4) * 1.5 * grass(p.xz); vec3 dirtColor = vec3(0.65, 0.6, 0.4) * (.5+grass(p.xz)); vec3 stoneColor = vec3(0.5, 0.5, 0.4) * (.5+grass(p.xz)); float groundFactor = smoothstep(0.7, 0.8, n.y) * (1.0 - step(p.y, texnoise(p.xz*128)*0.01-0.003)); // shore float dirtFactor = smoothstep(0.4, 0.6, texture2D(V, p.xz * 40).y); vec3 ground = mix(mix(stoneColor, dirtColor, dirtFactor), grassColor, groundFactor); vec3 rockColor = vec3(0.5, 0.5, 0.5) * (.75 + vrn) * (.75+.5*grass(p.xz * 8)); vec3 color = mix(ground, rockColor, smoothstep(0.0, 0.05,vrn)); float shadow = 1.0-step(1,traceRay(p + n * 0.005, lightDir, 2).w); if (p.y <= 0) color = max(0.0, 0.7 + 8 * p.y) * (color + lightColor * shadow * max(0, 1 + 32 * p.y) * caustics(p)); else color *= 0.6+0.4*min(1.0, p.y * 999.0); color = color * (.5+.5*vrn); return diffuseLight(color, shadow, n); } // Create a blueish sky transition from navy blue to badass dark blue vec3 shadeSky(vec3 ro, vec3 rd) { vec3 farColor = vec3(0.0, 0.0, 0.4); return mix(waterColor, farColor, max(0, rd.y)) + 0.25*lightColor * pow(max(0, dot(rd, lightDir)), 4) + lightColor * pow(max(0, dot(rd, lightDir)), 1000); } // Calculates the refraction and reflection of the water surface. // Also mixes both values by the depth of the water and the fresnel term. // Possible improvements: fix fake underwater reflection and refraction vec3 shadeWaterRefl(vec3 p, vec3 newrd) { vec3 waterNormal = getWaterNormal(p); // perform raytracing/raymarching for both reflection and refraction // calc the water refraction, the refraction index (0.9) will decrease with the distance to allow a better over/under water transition vec3 refrd = mix(newrd, refract(newrd, waterNormal, 0.9), step(0.0, ro.y)); vec4 refracted = traceRay(p, refrd, 2);//mix(0.9, 1.0, smoothstep(0.01, 0.0, length(p-ro)))), 2); // calculate the depth factor (water entry point to terrain voxel) (black magic involved here!) float depth = clamp(pow(1.03 * (1 - length(refracted.xyz - p)), 16.0), 0.0, 1.0); float shadow = 0.9 + 0.1 * (1.0-step(1,traceRay(p + waterNormal * 0.005, lightDir, 2).w)); float fresnel = pow(clamp(abs(-rd.y), 0.0, 1.0),1.8); // Finally stir the pot =) return shadow * mix( shadeSky(p, refrd), // Water color mix( shade(traceRay(p, reflect(newrd, waterNormal), 2), p, newrd), // Reflection color shade(refracted, p, newrd), // Refraction color fresnel), // fresnel term pow(depth, 0.5)); // water color contribution } // Texture our "AMIGAAAAAAA!!" ball vec3 shadeAttractor(vec3 p, vec3 rd) { vec3 n,color; // get the sphere normal, first n = normalize(p - spherePos); // now calculate the texture coordinates vec2 uv = 0.5 + 0.5 * vec2(atan(n.z, n.x), acos(n.y)) / pi; // We'll animate our x-texture coordinate with the time, this gives the impression of a rotating ball uv.x -= Y.x; // This spell will convert any dull ball into an amiga ball, caution is advised. color = mix(vec3(1), vec3(1, 0, 0), mod(step(fract(uv.x * 6), 0.5) + step(fract(uv.y * 6), 0.5), 2.0)); return diffuseLight(color, 1, n) + pow(max(dot(n, normalize(lightDir - rd)), 0.0), 33.0) * lightColor; // specular light spot } #define INTERVAL_ITERS 5 #define LINEAR_ACCURACY 0.5 // Raymarch the terrain function, returns the distance from the ray origin to the terrain voxel // This function was originally adopted from an implementation by iq/rgba float traceTerrain(vec3 ro, vec3 rd, float maxt) { float samplePosY, h, prevt, t; vec3 samplePos; // advance our sample position from our nearplane to our farplane for (t = 0; t < maxt;) { // advance our ray samplePos = ro + rd * t; samplePosY = samplePos.y; // get the height at the given sample 2d (!) position (we could enhance this by sampling a voxel and returning only the distance to the voxel) h = height(samplePos.xz); float dist = samplePosY - h; if (dist < 0.0) break; prevt = t; if (dist > 0.0001) t += max(dist * 1.4, 0.0001) * LINEAR_ACCURACY; else t += max(dist, 0.00001) * LINEAR_ACCURACY; } if (samplePosY <= h) { /// Interval mapping float before = prevt; vec3 beforePos = ro + rd * before; float beforeH = height(beforePos.xz); float after = t; vec3 afterPos = ro + rd * after; float afterH = height(afterPos.xz); for (int i = 0; i < INTERVAL_ITERS; i++) { float interval = after - before; float deltaL = beforeH - afterH; float deltaR = rd.y * interval; float curt = (beforeH * interval - deltaL * before) / (deltaR - deltaL); if (curt <= before - 0.000001 || curt >= after + 0.000001) break; samplePos = ro + rd * curt; float h = height(samplePos.xz); if (h <= samplePos.y) { beforeH = h; before = curt; t = curt; } else { afterH = h; after = curt; t = curt; } } return t; } // we hit nothing return 9.0; } // Ray vs. sphere intersection function float traceAttractor(vec3 ro, vec3 rd) { vec3 dst = ro - spherePos; float B,D; B = dot(dst, rd); if (B > 0) return 9.0; D = B*B - dot(dst, dst) + sphereRadius*sphereRadius; if (D > 0) { return -B - sqrt(D); } return 9.0; } // Ray vs. plane intersection function float traceWater(vec3 ro, vec3 rd) { float tPlane = -ro.y / rd.y; return tPlane >= eps ? tPlane : 9.0; } // Raytracing entry point, returns voxel and object ID // IDs: // 0 = sky (not the armageddon, xTr1m!!) // 1 = terrain // 2 = water // 3 = attractive amiga ball (you have never seen such a sexy amiga ball before, admit it!) vec4 traceRay(vec3 ro, vec3 rd, int ignore) { float water, attractor, terrain, minDist; // trace only the objects we need (only one could maximally be ignored) water = ignore != 2 ? traceWater(ro, rd) : 9.0; attractor = ignore != 3 ? traceAttractor(ro, rd) : 9.0; terrain = ignore != 1 ? traceTerrain(ro, rd, min(0.5, 0.002+min(water, attractor))) : 9.0; // auto detail level reducing (common dude, give the GPU some breathing room) gf_DetailLevel /= 20; // find the nearest distance minDist = min(terrain, min(water, min(attractor, 9.0))); // we hit nothing or the hitpoint is too far if (minDist == 9) return vec4(0); // calculate the hit/voxel position vec3 hitPos = ro + rd * minDist; // check what we might have hit if (minDist == terrain) return vec4(hitPos, 1); if (minDist == water) return vec4(hitPos, 2); if (minDist == attractor) return vec4(hitPos, 3); // Panic, worry, die to death! Probably we'll land on the moon (this should never happen) //return vec4(0); } // Entrypoint for color calculation vec3 shadeRefl(vec4 hitPoint, vec3 newRo, vec3 rd) { // determine the fog color for this very precise point in the space time continuum vec3 myFog = newRo.y < eps ? waterColor : shadeSky(ro, rd); // generate the distance value for the fog calculation float distance = clamp(length(hitPoint.xyz - newRo) * (ro.y <= 0 ? 4 : 2), 0.0, 1.0); // get the color of the hit object and mix it with the fog // in most cases we allow further raytracing here (not for the terrain, its not shiny enough) if (hitPoint.w == 1) return mix(shadeTerrain(hitPoint.xyz, rd), myFog, distance); if (hitPoint.w == 2) return mix(shadeWaterRefl(hitPoint.xyz, rd), myFog, distance); if (hitPoint.w == 3) return mix( // Our amiga ball is shiny so reflect the scene! mix(shadeAttractor(hitPoint.xyz, rd), shade(traceRay(hitPoint.xyz, reflect(rd, normalize(hitPoint.xyz - spherePos)), 3), hitPoint.xyz, rd), 0.5) , myFog, distance); return shadeSky(newRo, rd); } // Get the color from the object we just hit (without further raytraces) // this is necessary because no recursion is allowed in GLSL (damn you!) vec3 shade(vec4 hitPoint, vec3 newRo, vec3 rd) { // determine the fog color for the very same point we discussed earlier vec3 myFog = newRo.y < eps ? waterColor : shadeSky(ro, rd); // generate the other distance value. Paid attention? If you don't know what value I'm talking about, rtfm or gtfo. float distance = clamp(length(hitPoint.xyz - newRo) * (ro.y <= 0 ? 4 : 2), 0.0, 1.0); // get the color of the hit object and mix it with the fog if (hitPoint.w == 1) return mix(shadeTerrain(hitPoint.xyz, rd), myFog, distance); if (hitPoint.w == 2) return mix(waterColor, myFog, distance); if (hitPoint.w == 3) return mix(shadeAttractor(hitPoint.xyz, rd), myFog, distance); return myFog; } // Now we're just being copycats. We're not creative enough to define own entry points // Sure, we could "#define MYENTRYPOINT main"! Or just void main(){MyEntryPoint();} // None of that would help us win the compo, would it? void main() { // Set the quality setting for the raymarcher, a higher value results in a longer processing time // try to find a good balance between these two, low values wivoronoill result in a wobbling endresult // low quality = 50.0 (visual results are ok at 640x480) // mid quality = 100.0 // high quality = 200.0 gf_DetailLevel = 100; // Give our saviour global variables some life! pi = 3.1416; interlacing = vec3(1.2, 0.9, 0.9); eps = 0.0001; bigeps = 0.01; // Nifty random number generator gets initialized float seed = 10; // Determine the scene we're in int scene = int(Y.x); // Get the look direction for the current pixel (always look forwards) rd = vec3((Z.xy - 0.5), 1); float tex = texture2D(V, clamp(Z.xy, 0.0, 1.0), 1.0).x; gl_FragColor = vec4(tex, tex, tex, 1); return; // Merry-go-round on a boat (yeah, this makes no sense. Go watch the intro and see for yourself) if (scene > 22 && scene < 27) { seed = min(1.0, sin((Y.x-23)*pi*0.25)*12); ro = vec3(0.12, 0.005, Y.x*0.08); rd = vec3(gl_ModelViewMatrix * vec4(rd, 1)); rd.y += 0.1*cos(Y.x*4); } // Intermezzo: Dolphin like animation inside and outside the water, chasing that amiga ball! else if (scene > 14 && scene < 23) { seed = min(1.0, sin((Y.x-15)*pi*0.125)*24); rd += vec3(0,0.1*cos(Y.x*4), 0); ro = vec3(0.08, 0.01*sin(Y.x*4)+0.002, Y.x*0.11); } // Intro and Outro: Show still scenes else { // Get a random initial position for our camera ro = vec3(0.1,0.004,0.0) + vec3(0.1,0.005,20) *vec3(rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++))); // Basing on the initial position, choose some "random" start and end points nearby ro = mix( ro+vec3(0.008)*vec3(rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++))), ro+vec3(0.008)*vec3(rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++)), rnd(vec2(scene, seed++))), // and move the camera! Y.x-scene); // We adjust the height of the camera to the terrain height ro.y += height(ro.xz)+0.02; // Deviate the camera position in the direction of the normal of the underlying terrain ro += 0.02*getTerrainNormal(ro); // Reusing a float variable here, this controls the scene fade in / fade out animation seed = min(1.0, step(-28.0, -Y.x) * sin((Y.x-scene)*pi)*3); } rd = normalize(rd); // Now boot the amiga workbench (erm, no...) // mantain a relative distance to the camera if (scene > 22 && scene < 27) spherePos = ro + 0.1 * vec3(gl_ModelViewMatrix * vec4(0, 0, 1, 1)); else spherePos = ro + 0.02 * vec3(sin(Y.x), 0, 5+cos(Y.x)); spherePos.y += 0.01 + height(spherePos.xz); // mantain a relative height to the underlying terrain sphereRadius = scene < 14 ? 0.0 : bigeps * 0.5 + bigeps * Y.z; // The amiga ball is bigger when the snare drum is hit! spherePos += 2*sphereRadius * getTerrainNormal(spherePos); // deviate according to the underlying terrain's normal // Make our world pretty and worthy to live in (you can cultivate algae and eat them, they're surely enough for survival) lightDir = normalize(vec3(0.78, 0.12 + Y.x*.2, -0.18)); lightColor = vec3(2.4, 2.0, 1.0) + Y.x*.5; waterColor = mix(vec3(0.4, 0.33, 0.4), vec3(0.4, 0.5, 0.6), Y.x); // Our GPU feels good underwater, almost like a refreshing experience :) cool, eh? if (ro.y <= 0) { // Less work to do... gf_DetailLevel *= 0.75; // ...and a cozy darker atmosphere lightColor *= 0.8; } // Here we go, shoot'em rays and get the color of our fragment! vec4 hit = traceRay(ro, rd, 0); vec3 color = shadeRefl(hit, ro, rd); // Underwater there are beams of light emanating from god (so called "god" rays...) // ...this prooves that god is nothing less than a water surface. if (ro.y <= 0) color = godrays(ro, rd, length(hit.xyz-ro), color); // Apply post processing and fade effects to the color, and finally return it. gl_FragColor.xyz = color; }