Files
bluflame/ev16-4k/redist/intro.fs
2026-04-18 22:31:51 +02:00

400 lines
8.5 KiB
GLSL

// make the whole shader non-const after minifying, because we set this constant before compiling
const int CurScene = 0x0; // this 0x0 has to be readded, because the optimizer throws it away
// Parameters from our host
// x: Scene+Time
// y: Height
// z: Aspect offset
// w: Sync
uniform vec4 Y;
float cFac, CurTime, CurTime2, CurStep, pi2= 6.28319;
int m;
vec2 CurNormal;
vec3 cRes, rayDir, CurColor = vec3(0.), RayStep = vec3(0.);
vec3 LightColor= vec3( 3., 2.5, 2.0);
vec3 BackColor= vec3( 0.7, 0.6, 0.4);
vec4 HitMaterial;
vec2 rotate(vec2 v,float y)
{
return cos(y)*v+sin(y)*vec2(-v.y,v.x);
}
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 a-z;
}
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 );
}
float CBox( in vec3 p, in vec3 box, float rad )
{
return length( max( abs(p) - box + vec3(rad), 0.0 ) ) - rad;
}
float CBox2D( in vec2 p, in vec2 box, float rad )
{
return length( max( abs(p) - box + vec2(rad), 0.0 ) ) - rad;
}
float plasm(float x, float a, float b,float c)
{
return sin(x+a+c*sin(x+b));
}
float smin( float a, float b, float k )
{
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 );
return mix( b, a, h ) - k*h*(1.0-h);
}
float hash( vec2 p )
{
float h = dot(p,vec2(23.2,15.7));
return fract(sin(h)*232.45);
}
float noise(vec2 p)
{
vec2 e = vec2(1.0, 0.0);
vec2 i = floor( p );
vec2 f = fract( p );
f *= f*(3.0-2.0*f);
return -0.5 + mix( mix( hash( i + e.yy ),
hash( i + e.xy ), f.x),
mix( hash( i + e.yx ),
hash( i + e.xx ), f.x), f.y);
}
float tunnel(vec3 p)
{
p.y += 4.0 * plasm(1.1, CurTime * 3. + p.z * 0.02, 0.4, p.z * 0.02);
p.x += 4.0 * plasm(0.9, CurTime * 4. + p.z * 0.02, -1.4, p.z * 0.02);
float r = row(p.z, 24.0);
repeat(p.z, 24.0);
p.xy= rotate( p.xy, r + plasm(1.1, CurTime * 4., 1.3, r * 0.2));
r = max( 12. - length(p.xz), length(length(p.xy) - 32.) - 1.0);
repeatr(p.xy, 32.0, pi2 / 5.0);
return min ( r, max( length( p.z) - 1., length(length(p.xy) - 18.) - 1.0));
}
float f0(vec3 p)
{
if (CurScene > 7)
{
return length(p) - 32. - Y.w;
}
else
{
return length(p) - 48. - Y.w;
}
}
float f1(vec3 p)
{
if (CurScene > 7)
{
float f = 999.0;
for (float i = 0.; i < 3.; i+=1)
{
vec3 o = p;
o.xy= rotate( o.xy, i + 2.3 * CurTime );
o.zx= rotate( o.zx, 2. * i + 4.3 * CurTime );
o.z += 48. + 8.0 * plasm(1.1, CurTime * 2., 0.4, CurTime * 0.02);
o.yz= rotate( o.yz, i + 5.9 * CurTime );
o.xy= rotate( o.xy, i + 2.3 * CurTime );
f = min (f, CBox(o, vec3(16., 16., 16.) + Y.w, 3.));
}
return max( 40. - length(p), smin(f, length(p) - 34., 24.));
}
else if (CurScene > 3)
{
float r = 360. - CurTime * 222.0 - p.z;
r = 8. - (r < 0. ? 0. : 0.001 * r * r);
p.y -= 4.0 * plasm(1.1, CurTime * 2. + p.z * 0.02, 0.4, p.z * 0.02);
p.x -= 4.0 * plasm(0.9, CurTime * 2. + p.z * 0.02, -1.4, p.z * 0.02);
return length(p.xy) - r - Y.w;
}
else
{
p.z += 192. - 96.* CurTime;
p.xy= rotate( p.xy, 2.3 * CurTime );
p.yz= rotate( p.yz, 1.9 * CurTime );
return CBox(p, vec3(32., 32., 32.) + Y.w, 0.);
}
}
float f2(vec3 p)
{
if (CurScene > 7)
{
//return 999.0;
float f = CBox(p, vec3(555., 555., 555.), 0.);
float s = 1.0;
vec3 o = p;
for( int m=0; m<4; m++ )
{
o.x += 33.;
o.xz= rotate( o.xz, 1.6 + 0.13 * CurTime);
o.yz= rotate( o.yz, 4.8 * 0.19 * CurTime );
float y = 444./s;
vec3 r = abs(0.33 - 1.0*abs(mod( o - y*.5, y ) - y*.5));
f = max(f, 111.0 / s - min(max(r.x,r.y),min(max(r.y,r.z),max(r.z,r.x))));
s*= 3.0;
}
return f;
}
else if (CurScene > 3)
{
return tunnel(p);
}
else
{
float s = repeatr(p.xy, 64.0, pi2 / 48.0);
float r = row(p.z, 6.0);
repeat(p.z, 12.0);
s = plasm(s, CurTime * 8., 1.3, r * 0.2) + 0.8;
return length(p) - s;
}
}
float f(vec3 p)
{
return min( min( f0(p), f1(p) ), f2(p) );
}
float fN(vec3 p)
{
return f(p);
}
void mat(vec3 p)
{
HitMaterial = vec4(-1.8, 3.0, 0.6, 2.0);
float z= 0.1;
if( z > f0(p) )
{
z= f0(p);
CurColor = vec3(250, 105, 0)/255;
CurStep= .6;
}
if( z > f1(p) )
{
z= f1(p);
CurColor = vec3(105, 210, 231)/255;
CurStep= .6;
}
if( z > f2(p) )
{
CurColor = vec3(224, 228, 204)/255;
CurStep= .3;
}
}
vec3 lightSphere(vec3 normal, vec3 color, vec2 desc)
{
return smoothstep(desc.x, desc.y, dot(vec3( 0.86, 0.5, 0.0),normal)) * color;
}
vec3 filter(vec3 col)
{
vec2 uv = vec2(gl_FragCoord.xy / Y.y);
uv.x -= Y.z;
vec2 uv2=2*uv-1;
float blend = min(8.0*abs(sin((Y.x)*3.1415)),1.0);
col*=.9+0.1*sin(10.*Y.x+uv2.x*Y.y);
col*=.9+0.1*sin(10.*Y.x+uv2.y*Y.y);
float Scr=1.5-length(uv2*2)*0.15;
if (uv.y >= blend-0.02) col*=0.7;
if (uv.y >= blend-0.04) col*=0.7;
if (uv.y <= 1.02-blend) col*=0.7;
if (uv.y <= 1.04-blend) col*=0.7;
return smoothstep(0.0, 1.0, col*Scr*blend) * 2.0;
}
void main()
{
CurTime= fract(Y.x);
CurTime2= CurTime * CurTime;
// Get the look direction for the current pixel (always look forwards)
rayDir = vec3((gl_FragCoord.xy / Y.y - 0.5), 0.8);
rayDir.x -= Y.z;
// Camera position
vec3 p = vec3( 0.0, 11.0, -CurTime * 33.0);
if( CurScene < 1)
{
p = vec3( -44.0, -33.0, 99.0);
rayDir.yz= rotate( rayDir.yz, -CurTime);
rayDir.xz= rotate( rayDir.xz, -CurTime);
}
else if( CurScene < 2)
{
p = vec3( 22.0, 3.0, 111.0 * (1.0 - CurTime * 0.3));
rayDir.xz= rotate( rayDir.xz, 3.);
}
else if( CurScene < 3 )
{
p = vec3( -44.0, -33.0, -99.0);
rayDir.yz= rotate( rayDir.yz, -CurTime);
rayDir.xz= rotate( rayDir.xz, 4.5 -CurTime);
}
else if( CurScene < 4 )
{
p = vec3( 55.0, 33.0, -155.0 * (1.0 - CurTime * 0.6));
rayDir.yz= rotate( rayDir.yz, 0.4 );
rayDir.xz= rotate( rayDir.xz, -4.5 - CurTime );
}
else if( CurScene < 5 )
{
p= vec3( 11., 0., -111.);
rayDir.xz= rotate( rayDir.xz, 3.);
}
else if( CurScene < 6 )
{
p= vec3( -18.0, -11., -111.0 * (1.0 - CurTime * 0.3));
rayDir.yz= rotate( rayDir.yz, -CurTime * .3);
rayDir.xz= rotate( rayDir.xz, -CurTime);
}
else if( CurScene < 7 )
{
p= vec3( -18.0, -11., 144.0 * (1.0 - CurTime * 0.3));
rayDir.yz= rotate( rayDir.yz, -CurTime * .3);
rayDir.xz= rotate( rayDir.xz, -CurTime);
}
else if( CurScene < 8 )
{
p= vec3( 18.0, -11., 111.0 * (1.0 - CurTime * 0.5));
rayDir.yz= rotate( rayDir.yz, -CurTime * .3);
rayDir.xz= rotate( rayDir.xz, -0.3 + CurTime * 2.);
}
else if( CurScene < 9 )
{
p= vec3( -55.0, 99., 177.);
rayDir.yz= rotate( rayDir.yz, -0.4);
rayDir.xz= rotate( rayDir.xz, 3.5 * (1.0 - CurTime * 0.3) );
}
else if( CurScene < 10 )
{
p= vec3( -290., 153., -70.);
rayDir.yz= rotate( rayDir.yz, 0.4);
rayDir.xz= rotate( rayDir.xz, -CurTime);
}
else if( CurScene < 11 )
{
p= vec3( -66., 44.0, 0.0);
rayDir.yz= rotate( rayDir.yz, 0.6 );
rayDir.xz= rotate( rayDir.xz, 4.4 );
}
else //if( CurScene < 12 )
{
p= vec3( -33., 33.0 * (1.0-CurTime), -11.0);
rayDir.yz= rotate( rayDir.yz, -0.5 );
rayDir.xz= rotate( rayDir.xz, -1.0 );
}
rayDir = normalize(rayDir);
cRes= vec3( .0,.0,.0 );
cFac=1.0;
float t= 0.0,y,z;
m=0;
HitMaterial = vec4(-3.0, 8.0, 0.9, 1.0);
vec3 fog = lightSphere(rayDir, LightColor, HitMaterial.zw);
while(m++<5)
{
float ii = 222.0;
for (CurStep=1.0;ii >=0.0 && t<999.0 && CurStep>t*.000001;t+=CurStep,RayStep=rayDir*t,ii-=1.0)
{
CurStep = f(p+RayStep);
}
if (ii <= 1)
{
ii = 0.;
t = 999.3 ;
RayStep=rayDir*t;
break;
}
ii = smoothstep(44., 1., ii);
vec3 NextPos = p+RayStep;
// Start point and direction for reflected ray
p= NextPos;
CurNormal = vec2(0.04, 0.0);
vec3 n= vec3( fN(p + CurNormal.xyy) - fN(p - CurNormal.xyy), fN(p + CurNormal.yxy) - fN(p - CurNormal.yxy), fN(p + CurNormal.yyx) - fN(p - CurNormal.yyx) );
mat(p);
n= normalize(n);
// CurStep == reflection
if( t > 999.0)
{
if( m < 2)
{
HitMaterial = vec4(-3.0, 8.0, 0.9, 1.0);
}
break;
}
rayDir= reflect( rayDir, n );
// ao
y= 8.0;
for (z=1.0;y>0.;y-=1.0)
{
z-=.5*(y-f(p+n*y))/exp2(y);
}
CurColor*= z;
CurColor*= lightSphere(rayDir, BackColor, HitMaterial.xy);
cRes+= cFac*mix(CurColor, fog, ii);
cFac*= CurStep;
t= 0.5;
RayStep = rayDir * t;
}
gl_FragColor.xyz = step(-12.0, -Y.x) * filter(cRes + cFac*
( lightSphere(rayDir, LightColor, HitMaterial.zw) +
lightSphere(rayDir, BackColor, HitMaterial.xy)));
}