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import React from "react";
import { Shaders, Node, GLSL } from "gl-react";
import { Surface } from "gl-react-dom";
import { useTimeLoop } from "../hooks/useTimeLoop";
const shaders = Shaders.create({
desertPassage: {
frag: GLSL`
precision mediump float;
varying vec2 uv;
uniform float iGlobalTime;
uniform sampler2D iChannel0;
#define FAR 80.
mat2 rot2( float th ){ vec2 a = sin(vec2(1.5707963, 0) + th); return mat2(a, -a.y, a.x); }
float hash( float n ){ return fract(cos(n)*45758.5453); }
float hash( vec3 p ){ return fract(sin(dot(p, vec3(7, 157, 113)))*45758.5453); }
float drawObject(in vec3 p){ p = fract(p)-.5; return dot(p, p); }
float cellTile(in vec3 p){
vec4 d;
d.x = drawObject(p - vec3(.81, .62, .53));
p.xy = vec2(p.y-p.x, p.y + p.x)*.7071;
d.y = drawObject(p - vec3(.39, .2, .11));
p.yz = vec2(p.z-p.y, p.z + p.y)*.7071;
d.z = drawObject(p - vec3(.62, .24, .06));
p.xz = vec2(p.z-p.x, p.z + p.x)*.7071;
d.w = drawObject(p - vec3(.2, .82, .64));
d.xy = min(d.xz, d.yw);
return min(d.x, d.y)*2.66;
}
vec2 path(in float z){ return vec2(20.*sin(z * .04), 4.*cos(z * .09) + 3.*(sin(z*.025) - 1.)); }
float surfFunc(in vec3 p){
float c = cellTile(p/6.);
return mix(c, cos(c*6.283*2.)*.5 + .5, .125);
}
float smin(float a, float b , float s){
float h = clamp( 0.5 + 0.5*(b-a)/s, 0. , 1.);
return mix(b, a, h) - h*(1.0-h)*s;
}
float smax(float a, float b, float s){
float h = clamp( 0.5 + 0.5*(a-b)/s, 0., 1.);
return mix(b, a, h) + h*(1.0-h)*s;
}
float map(vec3 p){
float sf = surfFunc(p);
float cav = dot(cos(p*3.14159265/8.), sin(p.yzx*3.14159265/8.)) + 2.;
p.xy -= path(p.z);
float tun = 1.5 - length(p.xy*vec2(1, .4));
tun = smax(tun, 1.-cav, 2.) + .75 + (.5-sf);
float gr = p.y + 7. - cav*.5 + (.5-sf)*.5;
float rf = p.y - 15.;
return smax(smin(tun, gr, .1), rf, 1.);
}
float trace(in vec3 ro, in vec3 rd){
float t = 0., h;
for(int i=0; i<128; i++){
h = map(ro+rd*t);
if(abs(h)<0.002*(t*.25 + 1.) || t>FAR) break;
t += h*.8;
}
return min(t, FAR);
}
vec3 normal(in vec3 p) {
vec2 e = vec2(-1., 1.)*0.001;
return normalize(e.yxx*map(p + e.yxx) + e.xxy*map(p + e.xxy) + e.xyx*map(p + e.xyx) + e.yyy*map(p + e.yyy));
}
vec3 tex3D( sampler2D t, in vec3 p, in vec3 n ){
n = max(abs(n) - .2, .001); n /= (n.x + n.y + n.z );
p = (texture2D(t, p.yz)*n.x + texture2D(t, p.zx)*n.y + texture2D(t, p.xy)*n.z).xyz;
return p*p;
}
vec3 doBumpMap( sampler2D tx, in vec3 p, in vec3 n, float bf){
const vec2 e = vec2(0.001, 0);
mat3 m = mat3( tex3D(tx, p - e.xyy, n), tex3D(tx, p - e.yxy, n), tex3D(tx, p - e.yyx, n));
vec3 g = vec3(0.299, 0.587, 0.114)*m;
g = (g - dot(tex3D(tx, p, n), vec3(0.299, 0.587, 0.114)) )/e.x; g -= n*dot(n, g);
return normalize( n + g*bf );
}
float n3D(in vec3 p){
const vec3 s = vec3(7, 157, 113);
vec3 ip = floor(p); p -= ip;
vec4 h = vec4(0., s.yz, s.y + s.z) + dot(ip, s);
p = p*p*(3. - 2.*p);
h = mix(fract(sin(h)*43758.5453), fract(sin(h + s.x)*43758.5453), p.x);
h.xy = mix(h.xz, h.yw, p.y);
return mix(h.x, h.y, p.z);
}
float bumpSurf3D( in vec3 p){
float bmp = cellTile(p/3.)*.8 + cellTile(p)*.2;
float ns = n3D(p*6. - bmp*6.);
return mix(bmp, 1. - abs(ns-.333)/.667, .05);
}
vec3 doBumpMap(in vec3 p, in vec3 nor, float bumpfactor){
const vec2 e = vec2(0.001, 0);
float ref = bumpSurf3D(p);
vec3 grad = (vec3(bumpSurf3D(p - e.xyy), bumpSurf3D(p - e.yxy), bumpSurf3D(p - e.yyx) )-ref)/e.x;
grad -= nor*dot(nor, grad);
return normalize( nor + grad*bumpfactor );
}
float softShadow(in vec3 ro, in vec3 rd, in float start, in float end, in float k){
float shade = 1.0;
float dist = start;
float stepDist = end/10.0;
for (int i=0; i<10; i++){
float h = map(ro + rd*dist);
shade = min(shade, smoothstep(0., 1., k*h/dist));
dist += clamp(h, .2, stepDist);
if (abs(h)<0.001 || dist > end) break;
}
return min(max(shade, 0.) + .1, 1.);
}
float calculateAO( in vec3 p, in vec3 n) {
float ao = 0.0, l;
const float nbIte = 6.0;
const float maxDist = 3.;
for(float i=1.; i< nbIte+.5; i++ ){
l = (i*.66 + hash(i)*.34)/nbIte*maxDist;
ao += (l - map( p + n*l ))/(1.+ l);
}
return clamp( 1.-ao/nbIte, 0., 1.);
}
vec3 getSky(){ return vec3(2., 1.4, .7); }
float trig3(in vec3 p){ p = cos(p*2. + (cos(p.yzx) + 1.)*1.57); return dot(p, vec3(0.1666)) + 0.5; }
float trigNoise3D(in vec3 p){
const mat3 m3RotTheta = mat3(0.25, -0.866, 0.433, 0.9665, 0.25, -0.2455127, -0.058, 0.433, 0.899519 )*1.5;
float res = 0.;
float t = trig3(p*3.14159265);
p += (t); p = m3RotTheta*p; res += t;
t = trig3(p*3.14159265);
p += (t)*0.7071; p = m3RotTheta*p; res += t*0.7071;
t = trig3(p*3.14159265); res += t*0.5;
return res/2.2071;
}
float hash31(vec3 p){ return fract(sin(dot(p, vec3(127.1, 311.7, 74.7)))*43758.5453); }
float getMist(in vec3 ro, in vec3 rd, in vec3 lp, in float t){
float mist = 0.;
ro += rd*t/3.;
for (int i = 0; i<3; i++){
float sDi = length(lp-ro)/FAR;
float sAtt = 1./(1. + sDi*0.1 + sDi*sDi*0.01);
mist += trigNoise3D(ro/2.)*sAtt;
ro += rd*t/3.;
}
return clamp(mist/1.5 + hash31(ro)*0.1-0.05, 0., 1.);
}
void main() {
vec2 u = uv * 2.0 - 1.0;
vec3 ro = vec3(0, 0, iGlobalTime*8.);
vec3 lookAt = ro + vec3(0, 0, .5);
ro.xy += path(ro.z);
lookAt.xy += path(lookAt.z);
float FOV = 3.14159265/2.5;
vec3 forward = normalize(lookAt - ro);
vec3 right = normalize(vec3(forward.z, 0, -forward.x ));
vec3 up = cross(forward, right);
vec3 rd = normalize(forward + FOV*u.x*right + FOV*u.y*up);
rd.xy = rot2( path(lookAt.z).x/64. )*rd.xy;
vec3 lp = vec3(FAR*.5, FAR, FAR) + vec3(0, 0, ro.z);
float t = trace(ro, rd);
vec3 sky = getSky();
vec3 col = sky;
vec3 sp = ro+t*rd;
float pathHeight = sp.y-path(sp.z).y;
if (t < FAR){
vec3 sn = normal( sp );
vec3 ld = lp-sp;
ld /= max(length(ld), 0.001);
const float tSize = 1./4.;
sn = doBumpMap(sp, sn, .75/(1. + t/FAR*.25));
float bf = (pathHeight + 5. < 0.)? .05: .025;
sn = doBumpMap(iChannel0, sp*tSize, sn, bf/(1. + t/FAR));
float shd = softShadow(sp, ld, 0.05, FAR, 8.);
float ao = calculateAO(sp, sn);
float dif = max( dot( ld, sn ), 0.0);
float spe = pow(max( dot( reflect(-ld, sn), -rd ), 0.0 ), 5.);
float fre = clamp(1.0 + dot(rd, sn), 0.0, 1.0);
float Schlick = pow( 1. - max(dot(rd, normalize(rd + ld)), 0.), 5.0);
float fre2 = mix(.2, 1., Schlick);
float amb = fre*fre2*.7 + .05;
col = clamp(mix(vec3(1.152, 0.4275,.153), vec3(.225, 0.05985, 0.0153), -sn.y*.5 + pathHeight*.5 + 1.75), vec3(.9, 0.534375, 0.239), vec3(.9, .855, .765));
col = smoothstep(-.5, 1., tex3D(iChannel0, sp*tSize, sn)*2.)*(col + vec3(.225, .21375, .19125));
col += smoothstep(0., 1., -pathHeight - 5.5)*fre*.25;
col += getSky()*fre*fre2;
col = (col*(dif + .1) + vec3(1)*fre2*spe)*shd*ao + amb*pow(col, vec3(2.));
}
float dust = getMist(ro, rd, lp, t)*(1.-clamp((pathHeight - 5.)*.125, 0., 1.));
sky = getSky()*mix(1., .75, dust);
col = mix(col, sky, min(t*t*1.5/FAR/FAR, 1.));
u = uv;
col = min(col, 1.)*pow( 16.0*u.x*u.y*(1.0-u.x)*(1.0-u.y) , .125);
gl_FragColor = vec4(sqrt(clamp(col, 0., 1.)), 1);
}`,
},
});
export default function DemoDesert() {
const { time } = useTimeLoop(30);
return (
<Surface width={400} height={400}>
<Node
shader={shaders.desertPassage}
uniforms={{
iGlobalTime: time / 1000,
iChannel0: "https://i.imgur.com/wxqlQkh.jpg",
}}
/>
</Surface>
);
}