expo-web/src/client/shaders/menstom.ts

233 lines
5.4 KiB
TypeScript

/* eslint-disable */
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);
}`;
/* eslint-enable */