From dec067d532c364b19914ac347281ccbb18ba29eb Mon Sep 17 00:00:00 2001 From: gbrochar Date: Fri, 20 Nov 2020 20:22:47 +0100 Subject: [PATCH] added shaders --- .gitignore | 4 +- package-lock.json | 5 + package.json | 3 +- public/css/style.css | 37 ++++ src/client/components/BaseRaymarching.tsx | 13 ++ src/client/components/Collapse.tsx | 14 ++ src/client/components/Droplets.tsx | 14 ++ src/client/components/Inception.tsx | 14 ++ src/client/components/Menstom.tsx | 15 ++ src/client/components/Root.tsx | 17 +- src/client/components/Shader.tsx | 48 +++++ src/client/components/Torus.tsx | 14 ++ src/client/components/Triangle.tsx | 14 ++ src/client/shaders/baseRaymarching.js | 77 ++++++++ src/client/shaders/collapse.js | 204 +++++++++++++++++++ src/client/shaders/droplets.js | 223 +++++++++++++++++++++ src/client/shaders/inception.js | 106 ++++++++++ src/client/shaders/menstom.js | 230 ++++++++++++++++++++++ src/client/shaders/torus.js | 206 +++++++++++++++++++ src/client/shaders/triangle.js | 153 ++++++++++++++ views/index.ejs | 2 +- 21 files changed, 1409 insertions(+), 4 deletions(-) create mode 100644 public/css/style.css create mode 100644 src/client/components/BaseRaymarching.tsx create mode 100644 src/client/components/Collapse.tsx create mode 100644 src/client/components/Droplets.tsx create mode 100644 src/client/components/Inception.tsx create mode 100644 src/client/components/Menstom.tsx create mode 100644 src/client/components/Shader.tsx create mode 100644 src/client/components/Torus.tsx create mode 100644 src/client/components/Triangle.tsx create mode 100644 src/client/shaders/baseRaymarching.js create mode 100644 src/client/shaders/collapse.js create mode 100644 src/client/shaders/droplets.js create mode 100644 src/client/shaders/inception.js create mode 100644 src/client/shaders/menstom.js create mode 100644 src/client/shaders/torus.js create mode 100644 src/client/shaders/triangle.js diff --git a/.gitignore b/.gitignore index ff56ccc..4747550 100644 --- a/.gitignore +++ b/.gitignore @@ -3,9 +3,11 @@ *.swo *~ -# build and dev +# build and dev deprecated build dev +# new build dir +dist # Logs logs diff --git a/package-lock.json b/package-lock.json index c17fb4d..7a0f18f 100644 --- a/package-lock.json +++ b/package-lock.json @@ -4807,6 +4807,11 @@ "resolved": "https://registry.npmjs.org/setprototypeof/-/setprototypeof-1.1.1.tgz", "integrity": "sha512-JvdAWfbXeIGaZ9cILp38HntZSFSo3mWg6xGcJJsd+d4aRMOqauag1C63dJfDw7OaMYwEbHMOxEZ1lqVRYP2OAw==" }, + "shadertoy-react": { + "version": "1.1.1", + "resolved": "https://registry.npmjs.org/shadertoy-react/-/shadertoy-react-1.1.1.tgz", + "integrity": "sha512-svmsR7gWbsi4WKMJtkHvhegyuXZpz3QoBUgnmaUe2WVG8ICSLPGDRvh3bhlXi/ofe+h7i7mV75twV5NAoZDHvg==" + }, "shallow-clone": { "version": "3.0.1", "resolved": "https://registry.npmjs.org/shallow-clone/-/shallow-clone-3.0.1.tgz", diff --git a/package.json b/package.json index 5323db2..0e71410 100644 --- a/package.json +++ b/package.json @@ -64,6 +64,7 @@ "ejs": "^3.1.5", "express": "^4.17.1", "react": "^17.0.1", - "react-dom": "^17.0.1" + "react-dom": "^17.0.1", + "shadertoy-react": "^1.1.1" } } diff --git a/public/css/style.css b/public/css/style.css new file mode 100644 index 0000000..18be001 --- /dev/null +++ b/public/css/style.css @@ -0,0 +1,37 @@ +html { + padding: 0; + margin: 0; + height: 100%; + width: 100%; +} + +body { + padding: 0; + margin: 0; + height: 100%; + width: 100%; + overflow: hidden; +} + +.shader { + padding: 0; + margin: 0; + height: 100%; + width: 100%; +} + +.tile { + display: inline-block; + vertical-align: top; + padding: 0; + margin: 0; + height: 25%; + width: 25%; +} + +#root { + padding: 0; + margin: 0; + height: 100%; + width: 100%; +} \ No newline at end of file diff --git a/src/client/components/BaseRaymarching.tsx b/src/client/components/BaseRaymarching.tsx new file mode 100644 index 0000000..cd312a2 --- /dev/null +++ b/src/client/components/BaseRaymarching.tsx @@ -0,0 +1,13 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/baseRaymarching'; +/** + * @return {jsx} a shader + */ +export default function BaseRaymarching() { + return ( + + ); +}; diff --git a/src/client/components/Collapse.tsx b/src/client/components/Collapse.tsx new file mode 100644 index 0000000..d7a3175 --- /dev/null +++ b/src/client/components/Collapse.tsx @@ -0,0 +1,14 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/collapse'; + +/** + * @return {jsx} a shader + */ +export default function Collapse() { + return ( + + ); +}; diff --git a/src/client/components/Droplets.tsx b/src/client/components/Droplets.tsx new file mode 100644 index 0000000..55751dd --- /dev/null +++ b/src/client/components/Droplets.tsx @@ -0,0 +1,14 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/droplets'; + +/** + * @return {jsx} a shader + */ +export default function Droplets() { + return ( + + ); +}; diff --git a/src/client/components/Inception.tsx b/src/client/components/Inception.tsx new file mode 100644 index 0000000..6e719be --- /dev/null +++ b/src/client/components/Inception.tsx @@ -0,0 +1,14 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/inception'; + +/** + * @return {jsx} a shader + */ +export default function Inception() { + return ( + + ); +}; diff --git a/src/client/components/Menstom.tsx b/src/client/components/Menstom.tsx new file mode 100644 index 0000000..cd5c0ac --- /dev/null +++ b/src/client/components/Menstom.tsx @@ -0,0 +1,15 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/menstom'; + + +/** + * @return {jsx} a shader + */ +export default function Menstom() { + return ( + + ); +}; diff --git a/src/client/components/Root.tsx b/src/client/components/Root.tsx index 5727e13..a9e4bc6 100644 --- a/src/client/components/Root.tsx +++ b/src/client/components/Root.tsx @@ -1,10 +1,25 @@ import React from 'react'; +import Shader from './Shader'; /** * @return {jsx} The root component */ export default function Root() { + const Shaders = [ + 'BaseRaymarching', + 'Collapse', + 'Droplets', + 'Inception', + 'Mentstom', + 'Torus', + 'Triangle', + ]; + return ( -
Hello World !
+
+
+
+
+
); } diff --git a/src/client/components/Shader.tsx b/src/client/components/Shader.tsx new file mode 100644 index 0000000..f7bf03e --- /dev/null +++ b/src/client/components/Shader.tsx @@ -0,0 +1,48 @@ +import React from 'react'; +// @ts-ignore +import Inception from './Inception'; +// @ts-ignore +import Droplets from './Droplets'; +// @ts-ignore +import Triangle from './Triangle'; +// @ts-ignore +import BaseRaymarching from './BaseRaymarching'; +// @ts-ignore +import Menstom from './Menstom'; +// @ts-ignore +import Collapse from './Collapse'; +// @ts-ignore +import Torus from './Torus'; + +interface ShaderProps { + name: string; +} + +/** + * @return {jsx} a shader + */ +export default function Shader({name}: ShaderProps) { + let Shader: any = name; + + if (name == 'Inception') { + Shader = ; + } else if (name == 'Droplets') { + Shader = ; + } else if (name == 'Triangle') { + Shader = ; + } else if (name == 'BaseRaymarching') { + Shader = ; + } else if (name == 'Menstom') { + Shader = ; + } else if (name == 'Collapse') { + Shader = ; + } else if (name == 'Torus') { + Shader = ; + } + + return ( +
+ {Shader} +
+ ); +} diff --git a/src/client/components/Torus.tsx b/src/client/components/Torus.tsx new file mode 100644 index 0000000..75af254 --- /dev/null +++ b/src/client/components/Torus.tsx @@ -0,0 +1,14 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/torus'; + +/** + * @return {jsx} a shader + */ +export default function Torus() { + return ( + + ); +}; diff --git a/src/client/components/Triangle.tsx b/src/client/components/Triangle.tsx new file mode 100644 index 0000000..8ce413d --- /dev/null +++ b/src/client/components/Triangle.tsx @@ -0,0 +1,14 @@ +import React from 'react'; +// @ts-ignore +import ShadertoyReact from 'shadertoy-react'; +// @ts-ignore +import fs from '../shaders/triangle'; + +/** + * @return {jsx} a shader + */ +export default function Triangle() { + return ( + + ); +}; diff --git a/src/client/shaders/baseRaymarching.js b/src/client/shaders/baseRaymarching.js new file mode 100644 index 0000000..ef22ff5 --- /dev/null +++ b/src/client/shaders/baseRaymarching.js @@ -0,0 +1,77 @@ +export default `#define MAX_STEPS 1280 +#define MAX_DIST 1280. +#define E 0.00001 +#define PI 3.141592 + +vec3 rotX(vec3 v, float a) { + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} +vec3 rotY(vec3 v, float a) { + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} +vec3 rotZ(vec3 v, float a) { + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +float sdfSphere(vec3 p, float r) { + return length(p) - r; +} + +float scene(vec3 p) { + int index = -1; + float d = 10000.; + float sd1 = sdfSphere(p, 1.); + d = min(sd1, d); + return d; +} + +vec2 march(vec3 ro, vec3 rd) { + float dO = 0.; + float mind = 10000.; + float index; + for (int steps = 0; steps < MAX_STEPS; steps++) { + vec3 p = ro + rd * dO; + float dS = scene(p); + if (dS < mind) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + } + return vec2(dO, mind); +} + +vec3 normal(vec3 p) { + float d = scene(p); + vec2 e = vec2(0.001, 0); + vec3 n = d - vec3( + scene(p - e.xyy), + scene(p - e.yxy), + scene(p - e.yyx)); + return (normalize(n)); +} + +float light(vec3 p, vec3 n) { + vec3 lightPos = vec3(-5. * sin(iTime * 4.), -5. * sin(iTime * 3.), -5. * cos(iTime * 2.)); + vec3 l = normalize(lightPos - p); + float dif = clamp(dot(l, n), 0., 1.); + vec2 d = march(p+n*E * 30., l); + if (d.x < length(lightPos - p)) + dif *= 0.1; + return (dif); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) { + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + vec3 ro = vec3(0., 0., -4.); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + vec3 col = vec3(0); + vec2 d = march(ro, rd); + + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + p += n * E * 10.; + float dif = light(p, n); + col += vec3(dif); + fragColor = vec4(col, 1.0); +}`; diff --git a/src/client/shaders/collapse.js b/src/client/shaders/collapse.js new file mode 100644 index 0000000..5372cf0 --- /dev/null +++ b/src/client/shaders/collapse.js @@ -0,0 +1,204 @@ +export default ` +#define MAX_STEPS 1280 +#define MAX_DIST 1280. +#define E 0.01 +#define PI 3.141592 +#define MYTIME iTime * 1. + +// Turn to 1 to activate displacement mapping +#define DISPLACEMENT_MAPPING 1 + +vec3 rotX(vec3 v, float a) +{ + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} + +vec3 rotY(vec3 v, float a) +{ + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} + +vec3 rotZ(vec3 v, float a) +{ + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +vec3 modSDF(vec3 p, vec3 c) +{ + return mod(p + 0.5 * c, c) - 0.5 * c; +} + +vec3 modSDFlim( in vec3 p, in float c, in vec3 l) +{ + return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z)); +} + +vec3 twistSDF(in vec3 p, float k ) +{ + float c = cos(k*p.y); + float s = sin(k*p.y); + mat2 m = mat2(c,-s,s,c); + vec3 q = vec3(m*p.xz,p.y); + return q; +} + +float sdfBox( vec3 p, vec3 b ) +{ + vec3 q = abs(p) - b; + return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); +} + +// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn + +// -------------blackbody----------------- // + +// return color from temperature +//http://www.physics.sfasu.edu/astro/color/blackbody.html +//http://www.vendian.org/mncharity/dir3/blackbody/ +//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html + +vec3 blackbody(float Temp) +{ + vec3 col = vec3(255.); + col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.; + col.y = 100.04 * log(Temp) - 623.6; + if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.; + col.z = 194.18 * log(Temp) - 1448.6; + col = clamp(col, 0., 255.)/255.; + if (Temp < 1000.) col *= Temp/1000.; + return col; +} + +// -------------blackbody----------------- // + + +float scene(vec3 p) +{ + float d = 10000.; + float bd1 = sdfBox( + twistSDF( + modSDFlim( + twistSDF(p - vec3(0., 12., 0.), smoothstep(0.30, 0.20, abs(sin(MYTIME))) * 0.02), + 12., vec3(1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))) * floor(abs(mod(MYTIME / (PI), 16.) - 8.)), 1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))) * floor(abs(mod(MYTIME / (PI), 16.) - 8.)), 1. + smoothstep(0.45, 0.55, abs(sin(MYTIME))))), smoothstep(0.70, 0.80, abs(sin(MYTIME))) * -0.1), + vec3(4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.))),4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.))),4. + smoothstep(0.25, 0.75, abs(sin(MYTIME * 2.))))); + if (DISPLACEMENT_MAPPING == 1) + bd1 += sin(p.x / 2. * abs(mod(iTime, 6.) - 3.)) * 1. * sin(p.y / 2. * abs(mod(iTime, 6.) - 3.)) * 1. * sin(p.z / 2. * abs(mod(iTime, 6.) - 3.)) * 1.; + float bd2 = sdfBox(modSDF(p - vec3(0., -24., 0.), vec3(10., 0., 10.)), vec3(4.5,4.5,4.5)) * 1.; + d = min(bd1, d); + d = min(bd2, d); + return d; +} + + +vec2 march(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + for (int steps = 0; steps < MAX_STEPS; steps++) + { + vec3 p = ro + rd * dO; + float dS = scene(p); + if (steps == 3) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + } + return vec2(dO, mind); +} + +vec3 normal(vec3 p) +{ + float d = scene(p); + vec2 e = vec2(0.001, 0); + + vec3 n = d - vec3( + scene(p - e.xyy), + scene(p - e.yxy), + scene(p - e.yyx)); + return (normalize(n)); +} + +float light(vec3 p, vec3 n) +{ + vec3 lightPos = vec3(-250. * sin(MYTIME), 75., -250. * cos(MYTIME)); + vec3 l = normalize(lightPos - p); + + float dif = clamp(dot(l, n), 0., 1.); + //vec2 d = march(p+n*E * 30., l); + //if (d.x < length(lightPos - p)) + // dif *= 0.1; + + return (dif*0.3); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + + vec3 ro = vec3(-235. * sin(iTime / 2.), 75. + sin(iTime / 2.) * 15., -235. * cos(iTime / 2.)); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + rd = rotX(rd, PI /8.); + rd = rotY(rd, iTime / 2.); + + vec2 d = march(ro, rd); + + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + p += n * E * 10.; + float dif = light(p, n); + vec3 col = vec3(0); + if (d.x < MAX_DIST * 0.9) + { + col = blackbody(d.y* (p.y + 19.2) * 2. * (50. - abs(mod(p.x * p.z / 30. + 25. + MYTIME * 50., 100.) - 50.))); + col.xyz = col.zyx; + col.xy *= 0.5; + col.x *= uv.x; + col.y *= uv.y; + if (col.z > 0.001) + { + col = 0.5 * (1. - col); + col = vec3(col.z, col.z, (col.x + col.y) / 2.); + col.x = col.x / 2. + col.z * uv.x; + col.y = col.y / 2. + col.z * uv.y; + } + col /= 2.; + } + col += vec3(dif / 2.,dif / 2., dif / 2.); + vec3 rr = rd - (2. * n * (dot(rd, n))); + vec2 d2 = march(p, rr); + vec3 p2 = p + rr * d2.x; + vec3 n2 = normal(p2); + dif = light(p2, n2); + if (d2.x < MAX_DIST * 0.9) + { + vec3 col2 = blackbody(d2.y* (p2.y + 19.2) * 2. * (50. - abs(mod(p2.x * p2.z / 30. + 25. + MYTIME * 50., 100.) - 50.))); + col2.xyz = col2.zyx; + col2.xy *= 0.5; + col2.x *= uv.x; + col2.y *= uv.y; + if (col2.z > 0.001) + { + col2 = 0.5 * (1. - col2); + col2 = vec3(col.z, col2.z, (col2.x + col2.y) / 2.); + col2.x = col2.x / 2. + col2.z * uv.x; + col2.y = col2.y / 2. + col2.z * uv.y; + } + col2 /= 2.; + col += col2; + } + if (d.x < MAX_DIST * 0.9) + { + vec3 col2 = blackbody(d2.y* (p.y + 19.2) * 2. * (50. - abs(mod(p.x * p.z / 30. + 25. + MYTIME * 50., 100.) - 50.))); + col += col2.yxz; + } + if (d2.x < MAX_DIST * 0.9) + { + vec3 col2 = blackbody(d2.y* (p2.y + 19.2) * 2. * (50. - abs(mod(p2.x * p2.z / 30. + 25. + MYTIME * 50., 100.) - 50.))); + col += col2.yxz; + } + col += vec3(dif / 2., dif / 2., dif / 2.); + //col = pow(col, vec3(0.454545)); + fragColor = vec4(col, 1.0); +} +` \ No newline at end of file diff --git a/src/client/shaders/droplets.js b/src/client/shaders/droplets.js new file mode 100644 index 0000000..8d09982 --- /dev/null +++ b/src/client/shaders/droplets.js @@ -0,0 +1,223 @@ +export default `#define MAX_STEPS 1280 +#define MAX_DIST 1024. +#define E 0.0001 +#define PI 3.141592 + +vec3 rotX(vec3 v, float a) +{ + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} + +vec3 rotY(vec3 v, float a) +{ + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} + +vec3 rotZ(vec3 v, float a) +{ + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +int hash(ivec2 p) { + return (p.x * 7919 + p.y) * 6563; +} + +vec3 modSDF(vec3 p, vec3 c) +{ + return mod(p + 0.5 * c, c) - 0.5 * c; +} + +float pMod1(inout float p, float size) +{ + float halfsize = size * 0.5; + float c = floor((p+halfsize) / size); + p = mod(p + halfsize, size) - halfsize; + return c; +} + +vec3 pMod3(inout vec3 p, vec3 size) +{ + vec3 c; + c.x = pMod1(p.x, size.x); + c.y = pMod1(p.y, size.y); + c.z = pMod1(p.z, size.z); + return (c); +} + +vec3 modlimSDF( in vec3 p, in float c, in vec3 l) +{ + return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z)); +} + +vec3 twistSDF(in vec3 p, float k ) +{ + float c = cos(k*p.y); + float s = sin(k*p.y); + mat2 m = mat2(c,-s,s,c); + vec3 q = vec3(m*p.xz,p.y); + return q; +} + + +float sdfSphere(vec3 p, float r) +{ + return length(p) - r; +} + +float rand21(vec2 n) { + return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); +} + +float rand11(float n){return fract(sin(n) * 43758.5453123);} + +float sdfCone( vec3 p, vec2 c, float h ) +{ + float q = length(p.xz); + return max(dot(c.xy,vec2(q,p.y)),-h-p.y); +} + +float opSmoothUnion( float d1, float d2, float k ) +{ + float abs = (d1-d2) > 0. ? d1-d2 : d2-d1; + float h = max(k-abs,0.0); + return min(d1, d2) - h*h*0.25/k; +} + +// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn + +// -------------blackbody----------------- // + +// return color from temperature +//http://www.physics.sfasu.edu/astro/color/blackbody.html +//http://www.vendian.org/mncharity/dir3/blackbody/ +//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html + +vec3 blackbody(float Temp) +{ + vec3 col = vec3(255.); + col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.; + col.y = 100.04 * log(Temp) - 623.6; + if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.; + col.z = 194.18 * log(Temp) - 1448.6; + col = clamp(col, 0., 255.)/255.; + if (Temp < 1000.) col *= Temp/1000.; + return col; +} + +// -------------blackbody----------------- // + +float scene(vec3 p) +{ + float Time = iTime / 2.; + float sd1 = 2000.; + float cd1 = 2000.; + int ret = 0; + vec2 cell; + cell.x = pMod1(p.x, 5.); + cell.y = pMod1(p.z, 5.); + //p.y += mod(100. * iTime * rand11(cell.x) * rand11(cell.y), 100.) - 50.; + //p.y += rand11(cell.x) * rand11(cell.y) * 100. - 50.; + //p.y += mod(100. * iTime * 0.5, 100.) - 50.; + float r21 = rand21(cell) * 10.; + int sec = int(floor(mod(Time * 100., 10.))); + int abso = int(mod(Time, 10.)) - 5; + if (abso < 0) + abso = -abso; + if (int(floor(r21)) < 1 + abso && fract(r21) > abs(sin(Time / 3.)) - 0.3) + { + r21 -= 0.90; + r21 *= 10.; + p.y += sin(cell.x / 3. + sin(Time * 1.456) * PI) * 3. * sin(cell.y / 3. + sin(Time * 0.756) * PI) * 3.; + pMod1(p.y, sin(Time * 1.234) * 20. + 70.); + //p.z += 0.1 * (rand11(cell.y) - 0.5); + //p.y += r21 * 100.; + //p.y += iTime * 100. * r21; + //p.y = mod(p.y, 200.) - 100.; + //sd1 = sdfSphere(p, rand11(cell.x) * rand11(cell.y) * 1.4) * 0.1; + sd1 = sdfSphere(p , 2.) * 0.05; + //cd1 = sdfCone(p - vec3(0., 5.0, 0.), vec2(sin(PI/2.6), cos(PI/2.6 )), 4.) * 1.; + ret = 1; + } + + //return min(sd1, cd1); + if (ret == 1) + //return min(sd1, cd1); + return opSmoothUnion(sd1, cd1, 0.2); + return 1.; +} + +vec2 march(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + float index; + for (int steps = 0; steps < MAX_STEPS; steps++) + { + vec3 p = ro + rd * dO; + float dS = scene(p); + if (dS < mind) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + } + if (dO > MAX_DIST) + return vec2(-1., mind); + return vec2(dO, mind); +} + +vec3 normal(vec3 p) +{ + float d = scene(p); + vec2 e = vec2(0.001, 0); + + vec3 n = d - vec3( + scene(p - e.xyy), + scene(p - e.yxy), + scene(p - e.yyx)); + return (normalize(n)); +} + +float light(vec3 p, vec3 n, vec3 ro) +{ + vec3 lightPos = vec3(-10. * sin(iTime * 2.), 10., -10. * cos(iTime * 2.)) + ro;// + vec3(sin(iTime * 1.) * 1000.); + vec3 l = normalize(lightPos - p); + + float dif = clamp(dot(l, n), 0., 1.); + //vec2 d = march(p+n*E * 30., l); + //if (d.x < length(lightPos - p)) + // dif *= 0.1; + return (dif); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + + vec3 ro = vec3(0., 30., 0.); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + rd = rotX(rd, PI / 6.); + rd = rotY(rd, iTime / 3.); + ro.x += iTime * 10.; + vec3 col = vec3(0); + + vec2 d = march(ro, rd); + + if (d.x > 0.) + { + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + p += n * E * 10.; + float dif = light(p, n, ro); + col += vec3(0.6118 * dif, 0.7275 * dif, 0.9588 * dif); + //61.18% red, 82.75% green and 85.88% + } + else + { + vec3 bb = blackbody(d.y * 3000.); + bb = vec3(bb.z + bb.x / abs(sin(iTime / 3.)), bb.y + bb.x / abs(cos(iTime / 2.5)), bb.x); + bb = vec3(bb.x / 2., bb.y / 2., bb.z); + col += bb; + } + fragColor = vec4(col, 1.0); +}`; diff --git a/src/client/shaders/inception.js b/src/client/shaders/inception.js new file mode 100644 index 0000000..6b2bb54 --- /dev/null +++ b/src/client/shaders/inception.js @@ -0,0 +1,106 @@ +export default `#define MAX_STEPS 1000 +#define MAX_DIST 500. +#define E 0.000001 + +float sdCapsule(vec3 p, vec3 a, vec3 b, float r) +{ + vec3 ab = b - a; + vec3 ap = p - a; + + float t = dot(ab, ap) / dot(ab, ab); + t = clamp(t, 0., 1.); + + vec3 c = a + t * ab; + return length(p - c) - r; +} + +float sdTorus(vec3 p, vec2 r) +{ + float x = length(p.xz) - r.x; + return length(vec2(x, p.y)) - r.y; +} + +float sdBox(vec3 p, vec3 s) +{ + return length(max(abs(p) - s, 0.)); +} + +float GetDist(vec3 p) +{ + vec4 s = vec4(0, 0, 0, 2); + + p.x += iTime; + float s_dist = (length(mod(p, 10.) - s.xyz) - s.w); + + float b_dist1 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(0., sin(p.x * 0.2) * 2., sin(p.x * 0.2) * 2.), vec3(10., 0.5, 0.5)) * 0.3; + float b_dist2 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.y * 0.2) * 2., 0., sin(p.y * 0.2) * 2.), vec3(0.5, 10., 0.5)) * 0.3; + float b_dist3 = sdBox(mod(p + 5., 10.) - vec3(5.) - vec3(sin(p.z * 0.2) * 2., sin(p.z * 0.2) * 2., 0.), vec3(0.5, 0.5, 10.)) * 0.3; + + float d = min(b_dist1, b_dist2); + d = min(d, b_dist3); + return d; +} + +float RayMarch(vec3 ro, vec3 rd) { + float dO = 0.; + + for (int i = 0; i < MAX_STEPS; i++) + { + vec3 p = ro + rd * dO; + float dS = GetDist(p); + dO += dS; + if (dO > MAX_DIST || dS < E) + break; + } + + return dO; +} + +vec3 GetNormal(vec3 p) +{ + float d = GetDist(p); + vec2 e = vec2(0.3, 0); + + vec3 n = d - vec3( + GetDist(p - e.xyy), + GetDist(p - e.yxy), + GetDist(p - e.yyx)); + return (normalize(n)); +} + +float GetLight(vec3 p) +{ + vec3 lightPos = vec3(0, 10, iTime* 3.); + lightPos.xz += vec2(sin(iTime), cos(iTime)) * 5.; + vec3 l = normalize(lightPos - p); + vec3 n = GetNormal(p); + + float dif = clamp(dot(l, n), 0., 1.); + //float d = RayMarch(p+n*E * 30., l); + //if (d < length(lightPos - p)) + // dif *= 0.1; + return (dif); +} + +vec2 rotate(vec2 p, float theta) +{ + return vec2(cos(p.x) - sin(p.y), sin(p.x) + cos(p.y)); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + + vec3 up = normalize(vec3(cos(iTime), sin(iTime), 0)); + vec3 ro = vec3(5. + cos(iTime), 5. + sin(iTime), iTime* 3.); + vec3 rd = normalize(vec3(uv.x + 1., uv.y + 1., 1 + 1)); + + float d = RayMarch(ro, rd); + + vec3 p = ro + rd * d; + + float dif = GetLight(p); + vec3 col = vec3(abs(mod((p.x + sin(iTime))/ 10., 1.) - 0.5) * dif, abs(mod((p.y + sin(iTime)) / 10., 1.) - 0.5) * dif, abs(mod((p.z + sin(iTime)) / 10., 1.) - 0.5) * dif); + //col = myvec; + fragColor = vec4(col,1.0); +}`; diff --git a/src/client/shaders/menstom.js b/src/client/shaders/menstom.js new file mode 100644 index 0000000..0a6a338 --- /dev/null +++ b/src/client/shaders/menstom.js @@ -0,0 +1,230 @@ +export default `#define MAX_STEPS 1280 +#define MAX_DIST 1280. +#define E 0.00001 +#define PI 3.141592 + +vec3 rotX(vec3 v, float a) { + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} +vec3 rotY(vec3 v, float a) { + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} +vec3 rotZ(vec3 v, float a) { + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +float sdfSphere(vec3 p, float r) { + return length(p) - r; +} + +//########################################## +// Space folding +//########################################## +void planeFold(inout vec4 z, vec3 n, float d) { + z.xyz -= 2.0 * min(0.0, dot(z.xyz, n) - d) * n; +} +void sierpinskiFold(inout vec4 z) { + z.xy -= min(z.x + z.y, 0.0); + z.xz -= min(z.x + z.z, 0.0); + z.yz -= min(z.y + z.z, 0.0); +} +void mengerFold(inout vec4 z) { + float a = min(z.x - z.y, 0.0); + z.x -= a; + z.y += a; + a = min(z.x - z.z, 0.0); + z.x -= a; + z.z += a; + a = min(z.y - z.z, 0.0); + z.y -= a; + z.z += a; +} +void boxFold(inout vec4 z, vec3 r) { + z.xyz = clamp(z.xyz, -r, r) * 2.0 - z.xyz; +} + +//########################################## +// Primitive DEs +//########################################## + +float de_sphere(vec4 p, float r) { + return (length(p.xyz) - r) / p.w; +} +float de_box(vec4 p, vec3 s) { + vec3 a = abs(p.xyz) - s; + return (min(max(max(a.x, a.y), a.z), 0.0) + length(max(a, 0.0))) / p.w; +} +float de_tetrahedron(vec4 p, float r) { + float md = max(max(-p.x - p.y - p.z, p.x + p.y - p.z), + max(-p.x + p.y + p.z, p.x - p.y + p.z)); + return (md - r) / (p.w * sqrt(3.0)); +} +float de_capsule(vec4 p, float h, float r) { + p.y -= clamp(p.y, -h, h); + return (length(p.xyz) - r) / p.w; +} + +vec3 test = vec3(0.); + +//########################################## +// Main DEs +//########################################## + +float de_fractal(vec4 p) { + for (int i = 0; i < 8; ++i) { + p.xyz = abs(p.xyz); + p.xyz = rotZ(p.xyz, iTime * 0.1); + mengerFold(p); + p.xyz = rotX(p.xyz, iTime * 0.637 * 0.1); + sierpinskiFold(p); + p.xyz = rotX(p.xyz, iTime * 0.337 * 0.1); + p *= vec4(1.); + p.xyz += vec3(0.); + } + return de_box(p, vec3(6.0)); +} + +vec3 modlimSDF( in vec3 p, in float c, in vec3 l) +{ + return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z)); +} + +float sdfCross( in vec3 p ) +{ + float a = 1.4 + 0.3*(sin(iTime * 1.)); + float da = de_box(vec4(p.xyz, 1.),vec3(1000.,a*1.0,a*1.0)); + float db = de_box(vec4(p.yzx, 1.),vec3(a*1.0,1000.,a*1.0)); + float dc = de_box(vec4(p.zxy, 1.),vec3(a*1.0,a*1.0,1000.)); + return min(da,min(db,dc)); +} + +float sdfFractal( in vec3 p ) +{ + float d = de_fractal(vec4(p, 1.)); + + float s = 1.0; + + for( int m=0; m<3; m++ ) + { + vec3 a = modlimSDF(p*s, 0.5, vec3(1.)); + vec3 a2 = mod(p*s, 2.) - 1.; + s *= 3.0; + vec3 r = 1.0 - 3.0*abs(a); + vec3 r2 = 1.0 - 3.0*abs(a2); + + float c = de_box(vec4(r, 1.), vec3(.5))/s; + d = max(d, -c); + c = de_box(vec4(r, 1.), vec3(.10))/s; + d = max(d, -c); + c = -sdfCross(r2)/s; + d = max(d, -c); + c = de_box(vec4(r.xyz + vec3(sign(r.x) / 5., sign(r.y) / 5.,sign(r.z) / 5.), 1.), vec3(.5))/s; + d = min(d, c); + if (m == 2) + test.x = length(d); + if (m == 3) + test.y = length(d); + if (m == 4) + test.z = length(d); + } + + return d; +} + + +float scene(vec3 p) +{ + int index = -1; + float d = 10000.; + float sd2 = sdfFractal(p); + d = min(sd2 * 0.2, d); + return d; +} + +bool hit = false; + +vec2 march(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + float index; + int steps = 0; + for (int isteps = 0; isteps < MAX_STEPS; isteps++) + { + steps = isteps; + vec3 p = ro + rd * dO; + float dS = scene(p); + if (dS < mind) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + } + if (steps == MAX_STEPS || dO > MAX_DIST) + hit = false; + else + hit = true; + return vec2(dO, mind); +} + +vec2 march_light(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + float index; + for (int steps = 0; steps < MAX_STEPS; steps++) + { + vec3 p = ro + rd * dO; + float dS = scene(p); + if (dS < mind) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + } + return vec2(dO, mind); +} + +vec3 normal(vec3 p) +{ + float d = scene(p); + vec2 e = vec2(0.001, 0); + + vec3 n = d - vec3( + scene(p - e.xyy), + scene(p - e.yxy), + scene(p - e.yyx)); + return (normalize(n)); +} + +float light(vec3 p, vec3 n) +{ + vec3 lightPos = vec3(-30. * sin(iTime), 0., -30. * cos(iTime)); + vec3 l = normalize(lightPos - p); + + float dif = clamp(dot(l, n), 0., 1.); + //vec2 d = march_light(p+n*E * 30., l); + //if (d.x < length(lightPos - p)) + // dif *= 0.1; + return (dif); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + + vec3 ro = vec3(-30. * sin(iTime), 0., -30. * cos(iTime)); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + rd = rotY(rd, iTime); + vec3 col = vec3(0); + + vec2 d = march(ro, rd); + + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + p += n * E * 10.; + float dif = light(p, n); + if (hit) + col += dif; + fragColor = vec4(col, 1.0); +}`; diff --git a/src/client/shaders/torus.js b/src/client/shaders/torus.js new file mode 100644 index 0000000..c53b959 --- /dev/null +++ b/src/client/shaders/torus.js @@ -0,0 +1,206 @@ +export default ` +#define MAX_STEPS 12800 +#define MAX_DIST 128. +#define E 0.001 +#define PI 3.141592 + +vec3 rotX(vec3 v, float a) +{ + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} + +vec3 rotY(vec3 v, float a) +{ + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} + +vec3 rotZ(vec3 v, float a) +{ + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +vec3 modSDF(vec3 p, vec3 c) +{ + return mod(p + 0.5 * c, c) - 0.5 * c; +} + +vec3 modSDFlim( in vec3 p, in float c, in vec3 l) +{ + return p-c*vec3(clamp(floor(p.x/c + 0.5),-l.x,l.x), clamp(floor(p.y/c + 0.5),-l.y,l.y), clamp(floor(p.z/c + 0.5),-l.z,l.z)); +} + +vec3 elongateSDF(in vec3 p, in vec3 h ) +{ + vec3 q = abs(p)-h; + return max(q,0.0) + min(max(q.x,max(q.y,q.z)), 0.0); +} + +vec3 twistSDF(in vec3 p, float k ) +{ + float c = cos(k*p.y); + float s = sin(k*p.y); + mat2 m = mat2(c,-s,s,c); + vec3 q = vec3(m*p.xz,p.y); + return q; +} + +float sdfBox( vec3 p, vec3 b ) +{ + vec3 q = abs(p) - b; + return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0); +} + +float sdfTorus(vec3 p, vec2 r) +{ + float x = length(p.xz) - r.x; + return length(vec2(x, p.y)) - r.y; +} + +float sdfSphere(vec3 p, float r) +{ + return length(p) - r; +} + +// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn + +// -------------blackbody----------------- // + +// return color from temperature +//http://www.physics.sfasu.edu/astro/color/blackbody.html +//http://www.vendian.org/mncharity/dir3/blackbody/ +//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html + +vec3 blackbody(float Temp) +{ + vec3 col = vec3(255.); + col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.; + col.y = 100.04 * log(Temp) - 623.6; + if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.; + col.z = 194.18 * log(Temp) - 1448.6; + col = clamp(col, 0., 255.)/255.; + if (Temp < 1000.) col *= Temp/1000.; + return col; +} + +// -------------blackbody----------------- // + + +vec2 scene(vec3 p) +{ + float d = 10000.; + float sd1 = 10000.; + //float td1 = sdfTorus(elongateSDF( + // twistSDF( + // rotX(p, PI / 2.), sin(iTime) * 1.5), vec3(1., 1.,sin(iTime) * 2. + 1.)) + // , vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2)) + // + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.); + float td1 = sdfTorus( + twistSDF( + rotX(p, PI / 2.), sin(iTime) * 1.5) + , vec2(abs(sin(iTime * 0.3723)) * 2. + 1.2, 0.2)) + + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.); + //float td1 = 10000.; + //float td2 = sdfTorus(twistSDF(rotX(p, PI / 2.), cos(iTime) * 3.), vec2(abs(sin(iTime * 0.3723)) * 1. + 0.2, 0.1)) + // + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.); + float td2 = 10000.; + td2 = sdfTorus( + twistSDF( + rotX(p, PI / 2.), cos(iTime) * 1.5) + , vec2(abs(sin(iTime * 0.3723)) * 2. + 2.2, 0.2)) + + 0.1 * sin(p.x * 20.) * sin(p.y * 20.) * sin(p.z * 20.); + //float td1 = 10000.; + sd1 = sdfSphere(p - vec3(0.,0.,0.),abs(sin(iTime * 0.3723)) * 2. + 0.4) * 0.19; + + + td1 *= 0.2; + td2 *= 0.2; + d = min(td1, d); + d = min(td2, d); + d = min(sd1, d); + if (sd1 > d - E && sd1 < d + E) + return vec2(d, 1.); + if ((td1 > d - E && td1 < d + E) || (td2 > d - E && td2 < d + E)) + return vec2(d, 2.); + return vec2(d, -1.); +} + + +vec3 march(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + float object = -1.; + for (int steps = 0; steps < MAX_STEPS; steps++) + { + vec3 p = ro + rd * dO; + vec2 dS = scene(p); + object = dS.y; + if (dS.x < mind) + mind = dS.x; + dO += dS.x; + if (dS.x < E || dO > MAX_DIST) + break; + } + return vec3(dO, mind, object); +} + +vec3 normal(vec3 p) +{ + vec2 d = scene(p); + vec2 e = vec2(0.0001, 0); + + vec3 n = d.x - vec3( + scene(p - e.xyy).x, + scene(p - e.yxy).x, + scene(p - e.yyx).x); + return (normalize(n)); +} + +float light(vec3 p, vec3 n) +{ + vec3 lightPos = vec3(-12. * sin(iTime), 0., -12. * cos(iTime)); + vec3 l = normalize(lightPos - p); + + float dif = clamp(dot(l, n), 0., 1.); + vec3 d = march(p+n, l); + if (d.x < length(lightPos - p)) + dif *= 0.1; + + return (dif); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec3 col = vec3(0); + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + vec3 ro = vec3(-12. * sin(iTime), 0., -12. * cos(iTime)); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + rd = rotY(rd, iTime); + + vec3 d = march(ro, rd); + + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + p += n * E * 10.; + float dif = light(p, n); + if (d.z > 1. + E || d.z < 1. - E) + col = blackbody(d.y * 10000.); + if (d.x < MAX_DIST * 0.9) + { + if (d.z > 2. - E && d.z < 2. +E) + col += vec3(dif * abs(p.x - 0.5), dif * abs(p.y - 0.5), dif * abs(p.z - 0.5)); + + vec3 rr = rd - (2. * n * (dot(rd, n))); + vec3 d2 = march(p, rr); + vec3 p2 = p + rr * d2.x; + vec3 n2 = normal(p2); + dif = light(p2, n2); + if (d.z > 1. - E && d.z < 1. + E) + { + col += vec3(dif * abs(p2.x - 0.5), dif * abs(p2.y - 0.5), dif * abs(p2.z - 0.5)); + } + } + col = pow(col, vec3(0.454545)); + fragColor = vec4(col, 1.); +} +` \ No newline at end of file diff --git a/src/client/shaders/triangle.js b/src/client/shaders/triangle.js new file mode 100644 index 0000000..4063a2a --- /dev/null +++ b/src/client/shaders/triangle.js @@ -0,0 +1,153 @@ +export default `#define MAX_STEPS 1280 +#define MAX_DIST 128. +#define E 0.0001 +#define PI 3.141592 + +vec3 rotX(vec3 v, float a) +{ + return vec3(v.x, v.y * cos(a) - v.z * sin(a), v.y * sin(a) + v.z * cos(a)); +} + +vec3 rotY(vec3 v, float a) +{ + return vec3(v.x * cos(a) + v.z * sin(a), v.y, v.z * cos(a) - v.x * sin(a)); +} + +vec3 rotZ(vec3 v, float a) +{ + return vec3(v.x * cos(a) - v.y * sin(a), v.x * sin(a) + v.y * cos(a), v.z); +} + +float sdfSphere(vec3 p, float r) +{ + return length(p) - r; +} + +float sdfPyramid( vec3 p, float h) +{ + float m2 = h*h + 0.25; + p.xz = abs(p.xz); + p.xz = (p.z>p.x) ? p.zx : p.xz; + p.xz -= 0.5; + + vec3 q = vec3( p.z, h*p.y - 0.5*p.x, h*p.x + 0.5*p.y); + float s = max(-q.x,0.0); + float t = clamp( (q.y-0.5*p.z)/(m2+0.25), 0.0, 1.0 ); + float a = m2*(q.x+s)*(q.x+s) + q.y*q.y; + float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t); + float d2 = min(q.y,-q.x*m2-q.y*0.5) > 0.0 ? 0.0 : min(a,b); + return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y)); +} + +float sdfTriPrism( vec3 p, vec2 h ) +{ + vec3 q = abs(p); + return max(q.z-h.y,max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5); +} + +vec3 SDFmod( in vec3 p, in vec3 c) +{ + return (mod(p+0.5*c,c)-0.5*c); + return (p); +} + +// blackbody by aiekick : https://www.shadertoy.com/view/lttXDn + +// -------------blackbody----------------- // + +// return color from temperature +//http://www.physics.sfasu.edu/astro/color/blackbody.html +//http://www.vendian.org/mncharity/dir3/blackbody/ +//http://www.vendian.org/mncharity/dir3/blackbody/UnstableURLs/bbr_color.html + +vec3 blackbody(float Temp) +{ + vec3 col = vec3(255.); + col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.; + col.y = 100.04 * log(Temp) - 623.6; + if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.; + col.z = 194.18 * log(Temp) - 1448.6; + col = clamp(col, 0., 255.)/255.; + if (Temp < 1000.) col *= Temp/1000.; + return col; +} + +// -------------blackbody----------------- // + +float length2( vec3 p ) { p=p*p; return sqrt( p.x+p.y+p.z); } + +float length6( vec3 p ) { p=p*p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/6.0); } + +float length8( vec3 p ) { p=p*p; p=p*p; p=p*p; return pow(p.x+p.y+p.z,1.0/8.0); } + +vec3 pos = vec3(0); + +float scene(vec3 p) +{ + int index = -1; + float d = 10000.; + float sd1 = sdfPyramid(SDFmod(rotX(rotY(p - pos, iTime / 10. + cos(iTime / 10.) * 50. * p.z / 100. + PI / 2.), iTime / 10. + 0. + sin(iTime / 10.) * 50. * p.x / 1000.), + vec3(20.)), 2.) * 0.15; + d = min(sd1, d); + pos = vec3(0); + return d; +} + +vec3 march(vec3 ro, vec3 rd) +{ + float dO = 0.; + float mind = 10000.; + float index; + int steps = 0; + for (int mysteps = 0; mysteps < MAX_STEPS; mysteps++) + { + steps = mysteps; + vec3 p = ro + rd * dO; + float dS = scene(p); + if (dS < mind) + mind = dS; + dO += dS; + if (dS < E || dO > MAX_DIST) + break; + steps++; + } + return vec3(dO, mind, steps); +} + +vec3 normal(vec3 p) +{ + float d = scene(p); + vec2 e = vec2(0.001, 0); + vec3 n = d - vec3( + scene(p - e.xyy), + scene(p - e.yxy), + scene(p - e.yyx)); + return (normalize(n)); +} + +float light(vec3 p, vec3 n) +{ + vec3 lightPos = vec3(2.5, 2.5, -10.); + vec3 l = normalize(lightPos - p); + float dif = clamp(dot(l, n), 0., 1.); + return (dif); +} + +void mainImage( out vec4 fragColor, in vec2 fragCoord ) +{ + vec2 uv = ((fragCoord - .5 * iResolution.xy) / iResolution.y); + vec3 ro = vec3(2.5, 2.5, -10.); + vec3 rd = normalize(vec3(uv.x, uv.y, 1.)); + vec3 col = vec3(0); + vec3 d = march(ro, rd); + + vec3 p = ro + rd * d.x; + vec3 n = normal(p); + float dif = light(p, n); + if (d.x < MAX_DIST * 0.9) + col += vec3(dif * ((sin(iTime / 1.) + 1.) * 0.25 + 0.5)); + else + col += blackbody(abs(d.y * sin(iTime / 3.) * 10000.)); + col = pow(col, vec3(0.454545)); + fragColor = vec4(col, 1.0); +}`; diff --git a/views/index.ejs b/views/index.ejs index 687176d..9066470 100644 --- a/views/index.ejs +++ b/views/index.ejs @@ -6,7 +6,7 @@ Web-Expo - +