expo-web/src/client/shaders/inception.js

144 lines
3.8 KiB
JavaScript

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);
}
vec3 modSDF(vec3 p, vec3 c)
{
return mod(p + 0.5 * c, c) - 0.5 * c;
}
float sdfTorus(vec3 p, vec2 r)
{
float x = length(p.xz) - r.x;
return length(vec2(x, p.y)) - r.y;
}
// 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 td1 = sdfTorus(
modSDF(
rotX(
p - vec3(3. + cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., 6.),
PI / 2.),
vec3(6.)), vec2(2., abs(sin(iTime)) * 0.2 + 0.1)) * 0.1;
float td2 = sdfTorus(
modSDF(
rotZ(
rotX(
p - vec3(3. + cos(p.x * 10. + iTime) / 3., -3. + sin(p.y * 10. + iTime) / 3., 6.), PI / 2.), PI / 2.), vec3(6.)), vec2(2., abs(cos(iTime)) * 0.2 + 0.1))* 0.1;
float td3 = sdfTorus(
modSDF(
rotZ(
p - vec3(cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., 3.), PI / 2.), vec3(6.)), vec2(2., abs(sin(iTime)) * 0.2 + 0.1))* 0.1;
float td4 = sdfTorus(modSDF(p + vec3(cos(p.x * 10. + iTime) / 3., sin(p.y * 10. + iTime) / 3., -6.), vec3(6.)), vec2(2., abs(cos(iTime)) * 0.2 + 0.1))* 0.1;
//float td2 = 10000.;
float d = min(td1, td2);
d = min(d, td3);
d = min(d, td4);
return d;
}
float march(vec3 ro, vec3 rd)
{
float dO = 0.;
for (int steps = 0; steps < MAX_STEPS; steps++)
{
vec3 p = ro + rd * dO;
float dS = scene(p);
dO += dS;
if (dS < E || dO > MAX_DIST)
break;
}
return dO;
}
vec3 normal(vec3 p)
{
float d = scene(p);
vec2 e = vec2(0.3, 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 lightPos = vec3(0., 0., 0.);
vec3 l = normalize(lightPos - p);
vec3 n = normal(p);
float dif = clamp(dot(l, n), 0., 1.);
// float d = march(p+n*E * 30., l);
// if (d < 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(7., 7., iTime);
vec3 rd = normalize(vec3(uv.x, uv.y, 1));
rd = rotX(rd, iTime * 0.256);
rd = rotY(rd, iTime * 0.314);
rd = rotZ(rd, iTime * 0.1618);
//rd = rotX(rd, PI / 2.);
float d = march(ro, rd);
vec3 p = ro + rd * d;
float dif = light(p);
vec3 col = vec3(dif);
col = blackbody(d * 10.);
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);
// Output to screen
col = pow(col, vec3(0.454545));
fragColor = vec4(col, 1.0);
}`