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<!DOCTYPE html>
<!--
// Title: Fusioned Bismuth (TokyoDemoFest 2017 GLSL Graphics Compo 3rd place)
// Copyright (c) 2017 gam0022
// License: Attribution-NonCommercial-ShareAlike (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US)
-->
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>three.js webgl - raymarching - carbon</title>
<style type="text/css">
body {
background-color: black;
margin: 0;
padding: 0;
}
a { color: skyblue }
canvas {
display: block;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
margin: auto;
}
#info {
color: white;
font-size: 13px;
position: absolute;
bottom: 10px;
width: 100%;
text-align: center;
z-index: 100;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl raymarching demo - Fusioned Bismuth by <a href="https://github.com/gam0022" target="_blank">gam0022</a><br>
<a href="http://tokyodemofest.jp/2017/" target="_blank">Tokyo Demo Fest 2017</a> GLSL Graphics compo 3rd place (<a href="http://gam0022.net/blog/2017/02/24/tdf2017/" target="_blank">article in Japanese</a>)
</div>
<script id="fragment_shader" type="x-shader/x-fragment">
// Title: Fusioned Bismuth (TokyoDemoFest 2017 GLSL Graphics Compo 3rd place)
// Copyright (c) 2017 gam0022
// License: Attribution-NonCommercial-ShareAlike (http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US)
//
// Thanks
// - DE used folding by gaz (https://www.shadertoy.com/view/Mlf3Wj)
// - Just snow by baldand (https://www.shadertoy.com/view/ldsGDn)
// - Sky and Ground by morgan3d (https://www.shadertoy.com/view/4sKGWt)
precision highp float;
#define DEBUG 1
#define SHADER_TOY 0
// uniforms
#if SHADER_TOY == 0
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#endif
// debug for camera
#if DEBUG
uniform bool debugCamera;
uniform vec3 cameraPos;
uniform vec3 cameraDir;
#endif
// consts
const float INF = 1e+10;
const float EPS = 1e-2;
const float EPS_N = 1e-3;
const float OFFSET = EPS * 100.0;
const float PI = 3.14159265359;
const float PI2 = 6.28318530718;
const float PIH = 1.57079632679;
const float PIQ = 0.78539816339;
// globals
const vec3 lightDir = vec3( -0.48666426339228763, 0.8111071056538127, -0.3244428422615251 );
float lTime;
// ray
struct Ray {
vec3 origin;
vec3 direction;
};
// camera
struct Camera {
vec3 eye, target;
vec3 forward, right, up;
float zoom;
};
Ray cameraShootRay(Camera c, vec2 uv) {
c.forward = normalize(c.target - c.eye);
c.right = normalize(cross(c.forward, c.up));
c.up = normalize(cross(c.right, c.forward));
Ray r;
r.origin = c.eye;
r.direction = normalize(uv.x * c.right + uv.y * c.up + c.zoom * c.forward);
return r;
}
// intersection
struct Intersection {
bool hit;
vec3 position;
float distance;
vec3 normal;
vec2 uv;
float count;
//int material;
vec3 color;
float metalness;
};
//#define METAL_MATERIAL 0
//#define MIRROR_MATERIAL 1
// util
#define saturate(x) clamp(x, 0.0, 1.0)
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(vec2 x) {
vec2 i = floor(x), f = fract(x);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
// https://www.shadertoy.com/view/4sKGWt
float fbm(vec2 p) {
const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8);
p.xy += 0.1 * lTime;
float f = 0.5000 * noise(p); p = m2 * p * 2.02;
f += 0.2500 * noise(p); p = m2 * p * 2.03;
f += 0.1250 * noise(p); p = m2 * p * 2.01;
f += 0.0625 * noise(p);
return f / 0.9375;
}
float easeInCubic( float t ) {
return t * t * t;
}
float easeInOutCubic(float t) {
return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0;
}
float gauss(float x) {
float a = 50.0;
return exp(-x * x / a);
}
// Distance Functions
// operations
//vec3 opRep( vec3 p, float interval ) {
// return mod( p, interval ) - 0.5 * interval;
//}
#define opRep(p, interval) (mod(p, interval) - 0.5 * interval)
//vec2 opRepLimit(vec2 p, float interval, float limit) {
// return mod(clamp(p, -limit, limit), interval) - 0.5 * interval;
//}
#define opRepLimit(p, interval, limit) (mod(clamp(p, -limit, limit), interval) - 0.5 * interval)
// https://www.shadertoy.com/view/Mlf3Wj
mat2 rotate(in float a) {
float s=sin(a),c=cos(a);
return mat2(c,s,-s,c);
}
vec2 fold(in vec2 p, in float s) {
float a = PI / s - atan(p.x, p.y);
float n = PI2 / s;
a = floor(a / n) * n;
p *= rotate(a);
return p;
}
float smin(float d1, float d2, float k) {
float h = exp(-k * d1) + exp(-k * d2);
return -log(h) / k;
}
// Distance Functions
float sdBox( vec3 p, vec3 b ) {
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float dSphere(vec3 p, float r) {
return length(p) - r;
}
float dBar( vec2 p, float interval, float width) {
return length( max( abs( opRep( p, interval ) ) - width, 0.0 ) );
}
#define META_SCENE_END_TIME (32.0)
#define UFO_SCENE_END_TIME (117.0)
#define SNOW_SCENE_END_TIME (182.0)
float dFract(inout vec3 p) {
float radius = 1.0;
float radiusScale = 0.45 * abs(sin(0.3 * lTime));
float d = sdBox(p, vec3(radius));
for (int i = 0; i < 5; i++) {
vec3 q = abs(p) + normalize(vec3(-1.0)) * radius * (1.0 + radiusScale);
d = min(d, sdBox(p, vec3(radius)));
p = q;
radius *= radiusScale;
}
return d;
}
float dTree(vec3 p) {
float scale = 0.6 * saturate(1.5 * sin(0.05 * (lTime - UFO_SCENE_END_TIME - 2.0)));
float width = mix(0.3 * scale, 0.0, saturate(p.y));
vec3 size = vec3(width, 1.0, width);
float d = sdBox(p, size);
for (int i = 0; i < 10; i++) {
vec3 q = p;
q.x = abs(q.x);
q.y -= 0.5 * size.y;
q.xy *= rotate(-1.2);
d = min(d, sdBox(p, size));
p = q;
size *= scale;
}
return d;
}
float dSnowCrystal(inout vec3 p) {
p.xy = fold(p.xy, 6.0);
return dTree(p);
}
float dMix(inout vec3 p) {
float sphere = dSphere(p, 1.5);
float box = sdBox(p, vec3(1.1));
float d = mix(sphere, box, 0.5 + clamp(sin(PIQ * lTime), -0.5, 0.5));
return d;
}
float dMeta(inout vec3 p) {
// copy from cameraControl
vec3 target = vec3(0.0);
float t1 = lTime - META_SCENE_END_TIME;
target.y = clamp(-0.7 * t1, -2.8, 100.0);
float a = max(0.0, 2.0 - lTime * 0.1) + cos(lTime * 0.3);
float b = 0.2 * sin(lTime);
float d1 = dSphere(p - target - vec3(a, 0, b), 1.0);
float d2 = dSphere(p - target + vec3(a, 0, b), 1.0);
float d = smin(d1, d2, 1.0);
return d;
}
float hWave(vec2 p, float t) {
float h = 1.0;
float a = 1.0;
float b = 6.0;
for(float i = 0.0; i < 3.0; i++) {
float f = pow(2.0, i);
h += 1.0 / f * (sin(f * a * p.x + b * t) + sin(f * a * p.y + b * t));
}
return h;
}
float dWing(in vec3 p) {
float t = lTime - META_SCENE_END_TIME;
float l = length(p.xz);
float fusion = gauss((lTime - META_SCENE_END_TIME - 5.0) * 2.0);
float a = 0.1 + 0.06 * (1.0 + sin(PI * t + l));
float b = min(0.2 * t, 10.0) * gauss(l) + 0.1 * fusion * hWave(p.xz, t);
p.y += -b + 15.0;
vec3 p1 = p;
p1.xz = opRepLimit(p.xz, 1.0, 20.0);
vec3 p2 = p;
p2 = opRep(p, 0.5);
float d = sdBox(p1, vec3(0.2 + a * 3.0, 12.0 - a, 0.2 + a));
d = min(d, sdBox(p1, vec3(0.4 - a, 13.0 - 4.0 * a, 0.1 + a)));
d = max(d, -sdBox(p1, vec3(0.3 - a, 14.0 - 4.0 * a, a)));
d = max(d, -sdBox(p2, vec3(0.8 * a, 1.0 - a, 0.8 * a)));
return d;
}
float dUfo(inout vec3 p) {
float t = max((lTime - META_SCENE_END_TIME - 10.0) * 0.5, 1.0);
float t1 = floor(t);
float t2 = t1 + easeInOutCubic(t - t1);
p.xz = fold(p.xz, min(t2, 10.0));
p.z -= 0.5;
float d = dWing(p);
//float t3 = lTime - META_SCENE_END_TIME;
//if (t3 < 10.0) {
// d -= mix(0.08, 0.0, saturate(t3 * 0.1)) * fbm(10.0 * p.xz + 5.0 * p.y);
//}
return d;
}
float dScene(vec3 p) {
if (lTime < UFO_SCENE_END_TIME - 2.0) {
float d = dMeta(p);
d = smin(d, dUfo(p), clamp(lTime - META_SCENE_END_TIME, 1.0, 15.0));
return d;
} else {
//return dFract(p);
return dSnowCrystal(p);
}
}
float dSceneBump(vec3 p) {
float d = dScene(p);
float t3 = lTime - META_SCENE_END_TIME;
if (t3 < 10.0) {
d -= mix(0.08, 0.0, saturate(t3 * 0.1)) * fbm(10.0 * p.xz + 5.0 * p.y);
}
return d;
}
// color functions
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, saturate(p - K.xxx), c.y);
}
//vec3 calcNormal( vec3 p ) {
// vec2 e = vec2( 1.0, -1.0 ) * 0.001;
// return normalize(
// e.xyy * dScene( p + e.xyy ) + e.yyx * dScene( p + e.yyx ) +
// e.yxy * dScene( p + e.yxy ) + e.xxx * dScene( p + e.xxx ) );
//}
#define calcNormal(p, dFunc) normalize(vec2(EPS_N, -EPS_N).xyy * dFunc(p + vec2(EPS_N, -EPS_N).xyy) + vec2(EPS_N, -EPS_N).yyx * dFunc(p + vec2(EPS_N, -EPS_N).yyx ) + vec2(EPS_N, -EPS_N).yxy * dFunc(p + vec2(EPS_N, -EPS_N).yxy) + vec2(EPS_N, -EPS_N).xxx * dFunc(p + vec2(EPS_N, -EPS_N).xxx))
float calcRate(float a, float b) {
return a / (a + b);
}
void setMaterialAndUv(inout Intersection intersection, vec3 p) {
//intersection.material = METAL_MATERIAL;
float d1 = dUfo(p);
float d2 = dMeta(p);
float rate = calcRate(abs(d1), abs(d2));
intersection.metalness = rate;
float t = lTime - META_SCENE_END_TIME;
intersection.metalness = mix(intersection.metalness, 1.0, saturate(t * 0.05));
intersection.metalness = mix(intersection.metalness, 2.0, gauss((t - 13.0) * 3.0));
//if ( false && lTime <= META_SCENE_END_TIME ) {
// intersection.material = MIRROR_MATERIAL;
//} else {
// dUfo(p);
// intersection.material = METAL_MATERIAL;
// intersection.uv = p.xz;
//}
}
void intersectScene(inout Intersection intersection, inout Ray ray ) {
float d;
intersection.distance = 0.0;
vec3 p = ray.origin;
for (float i = 0.0; i < 128.0; i++) {
d = dScene(p);
intersection.distance += d;
p = ray.origin + intersection.distance * ray.direction;
intersection.count = i;
if (abs(d) < EPS || intersection.distance > 100.0) break;
}
if (abs(d) < EPS) {
intersection.hit = true;
intersection.position = p;
intersection.normal = calcNormal(p, dScene);
setMaterialAndUv(intersection, p);
}
}
float calcAo(in vec3 p, in vec3 n){
float sca = 1.0, occ = 0.0;
for(float i=0.; i<5.; i++){
float hr = 0.05 + i * 0.08;
float dd = dScene(n * hr + p);
occ += (hr - dd) * sca;
sca *= 0.5;
}
return saturate(1.0 - occ);
}
float calcShadow(in vec3 p, in vec3 rd) {
float d;
float distance = OFFSET;
float bright = 1.0;
float shadowIntensity = 0.5;
float shadowSharpness = 16.0;
for (int i = 0; i < 30; i++) {
d = dScene(p + rd * distance);
if (d < EPS) return shadowIntensity;
bright = min(bright, shadowSharpness * d / distance);
distance += d;
}
return shadowIntensity + (1.0 - shadowIntensity) * bright;
}
// Just snow by baldand
// https://www.shadertoy.com/view/ldsGDn
#define LAYERS 50
#define DEPTH .5
#define WIDTH .3
#define SPEED .6
float screenSpaceSnow(vec2 uv) {
const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);
float acc = 0.0;
float dof = 5.*sin(lTime*.1);
for (int i=0;i<LAYERS;i++) {
float fi = float(i);
vec2 q = uv*(1.+fi*DEPTH);
q += vec2(q.y*(WIDTH*mod(fi*7.238917,1.)-WIDTH*.5),SPEED*lTime/(1.+fi*DEPTH*.03));
vec3 n = vec3(floor(q),31.189+fi);
vec3 m = floor(n)*.00001 + fract(n);
vec3 mp = (31415.9+m)/fract(p*m);
vec3 r = fract(mp);
vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);
s += .01*abs(2.*fract(10.*q.yx)-1.);
float d = .6*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;
float edge = .005+.05*min(.5*abs(fi-5.-dof),1.);
acc += smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*DEPTH));
}
return acc;
}
void calcRadiance(inout Intersection intersection, inout Ray ray, int bounce) {
intersection.hit = false;
intersectScene(intersection, ray);
if ( intersection.hit ) {
float diffuse = clamp(dot(lightDir, intersection.normal), 0.2, 1.0) * 0.5 + 0.5;
float specular = pow(saturate(dot(reflect(lightDir, intersection.normal), ray.direction)), 10.0);
float ao = calcAo(intersection.position, intersection.normal);
float shadow = calcShadow(intersection.position, lightDir);
vec3 fleshNormal = calcNormal(intersection.position, dSceneBump);
float fleshDiffuse = clamp(dot(lightDir, fleshNormal), 0.2, 1.0) * 0.5 + 0.5;
vec3 fleshBase = mix(vec3(1.0, 0.2, 0.2), vec3(0.3, 0.0, 0.0), fbm(2.0 * intersection.position.xz));
vec3 flesh = fleshBase * fleshDiffuse * ao * shadow + 0.1 * specular;
float v = (META_SCENE_END_TIME <= lTime && lTime <= UFO_SCENE_END_TIME) ? 0.8 : 0.5;
vec3 metalBase = hsv2rgb(vec3(0.1 * intersection.count, 0.3 * sin(lTime), v));
vec3 metal = metalBase * diffuse * ao * shadow + 0.1 * specular;
intersection.color = mix(flesh, metal, intersection.metalness);
intersection.normal = mix(fleshNormal, intersection.normal, intersection.metalness);
// fog
intersection.color = mix(intersection.color, 0.8 * vec3(0.7, 0.75, 0.8), min(1.0, pow(0.02 * intersection.distance, 2.0)));
} else {
vec3 sunnySky = vec3(0.4, 0.55, 0.8);
vec3 cloudySky = vec3(0.7);
vec3 cloud = vec3(1.0, 0.95, 1.0);
vec3 base = mix(sunnySky, cloudySky, step(UFO_SCENE_END_TIME - 20.0, lTime)) * (1.0 - 0.8 * ray.direction.y) * 0.9;
// Sun
float sundot = saturate(dot(ray.direction, lightDir));
base += 0.25 * vec3(1.0, 0.7, 0.4) * pow(sundot, 8.0);
base += 0.75 * vec3(1.0, 0.8, 0.5) * pow(sundot, 64.0);
// Clouds
float rd = ray.direction.y + 0.3;
intersection.color = mix(base, cloud, 0.5 *
smoothstep(0.5, 0.8, fbm((ray.origin.xz + ray.direction.xz * (250000.0 - ray.origin.y) / rd) * 0.000008)));
intersection.color = mix(intersection.color, vec3(0.7, 0.75, 0.8), pow(1.0 - max(rd, 0.0), 4.0));
}
// Whiteout
//intersection.color = mix(intersection.color, vec3(1.0), gauss((lTime - UFO_SCENE_END_TIME) * 1.0));
intersection.color = mix(intersection.color, vec3(1.0), gauss((lTime - SNOW_SCENE_END_TIME) * 0.5));
}
void cameraControl(inout Camera camera) {
// time
float t1 = lTime - META_SCENE_END_TIME;
float t2 = t1 - 25.0;
float t3 = t2 - 16.0;
float t4 = t3 - 20.0;
float t5 = lTime - UFO_SCENE_END_TIME;
float t6 = t5 - 7.0;
float t7 = t6 - 10.0;
// blend
// ufo
float b1 = easeInOutCubic(saturate(t1 * 0.2));
float b2 = easeInOutCubic(saturate(t2 * 0.4));
float b3 = easeInOutCubic(saturate(t3 * 0.4));
float b4 = easeInOutCubic(saturate(t4 * 0.2));
// snow
float b5 = easeInOutCubic(saturate(t5 * 0.2));
float b6 = easeInOutCubic(saturate(t6 * 0.5));
float b7 = easeInOutCubic(saturate(t7));
// camera target
camera.target = vec3(0.0);
camera.target.y = clamp(-0.7 * t1, -2.8, 100.0);
camera.target.y = mix(camera.target.y, 1.0 + t2 * 0.3, b2);
camera.target.y = mix(camera.target.y, 0.0, b3);
camera.target.y = mix(camera.target.y, 0.0 + 0.6 * t4, b4);
camera.target.y = mix(camera.target.y, 0.0, b5);
camera.target.x = mix(camera.target.x, -0.7, b6);
camera.target.x = mix(camera.target.x, 0.0, b7);
// camera position
vec3 p0 = camera.target + vec3(0.0, 0.0, -5.0); // down
vec3 p1 = vec3(1.0, 0.3 * abs(t1 - 0.5), 1.0); // look down
vec3 p2 = vec3(2.5 + t2 * 0.9, 0.5 + t2 * 0.1, 0.0); // side
vec3 p3 = vec3(0.01, 4.0 + t3 * 0.2, 0.0); // zoom
vec3 p4 = vec3(1.5, 10.0 + t4 * 0.1, 2.0); // leave
vec3 p5 = vec3(0.0, 0.1, 6.0 - t5 * 0.3);
float v = 0.3 + t5 * 0.07;
vec3 p6 = vec3(1.7 * cos(v) - 1.0, 0.1, (0.5 + t6 * 0.01) * sin(v));
vec3 p7 = vec3(0.0, 0.0, 0.5 + t7 * 0.1);
camera.eye = mix(p0, p1, b1);
camera.eye = mix(camera.eye, p2, b2);
camera.eye = mix(camera.eye, p3, b3);
camera.eye = mix(camera.eye, p4, b4);
camera.eye = mix(camera.eye, p5, b5);
camera.eye = mix(camera.eye, p6, b6);
camera.eye = mix(camera.eye, p7, b7);
}
void main(void) {
// local time
lTime = mod(time, SNOW_SCENE_END_TIME + 1.0);
// fragment position
vec2 uv = ( gl_FragCoord.xy * 2.0 - resolution ) / min( resolution.x, resolution.y );
// camera and ray
Camera camera;
cameraControl(camera);
#if DEBUG
if (debugCamera) {
camera.eye = cameraPos;
camera.target = cameraPos + cameraDir;
}
#endif
camera.up = vec3(0.0, 1.0, 0.0);// y-up
camera.zoom = 1.3;
Ray ray = cameraShootRay(camera, uv);
vec3 color = vec3(0.0);
float reflection = 1.0;
Intersection intersection;
for (int bounce = 0; bounce <= 2; bounce++) {
calcRadiance(intersection, ray, bounce);
color += reflection * intersection.color;
if (!intersection.hit /* || intersection.material != METAL_MATERIAL*/) break;
reflection *= (intersection.metalness * 0.7);
ray.origin = intersection.position + intersection.normal * OFFSET;
ray.direction = normalize(reflect(ray.direction, intersection.normal));
}
color += screenSpaceSnow(uv) * saturate((lTime - UFO_SCENE_END_TIME + 20.0) * 0.1);
gl_FragColor = vec4(color, 1.0);
}
</script>
<script id="vertex_shader" type="x-shader/x-vertex">
attribute vec3 position;
void main(void) {
gl_Position = vec4(position, 1.0);
}
</script>
<script src="js/three.min.js"></script>
<script src="js/controls/FlyControls.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script>
var camera, scene, flyControls, orbitControls, renderer;
var prevCameraMatrixWorld;
var geometry, material, plane;
var mouse = new THREE.Vector2( 0.5, 0.5 );
var canvas;
var stats;
var clock = new THREE.Clock();
var config = {
saveImage: function() {
render(true);
window.open( canvas.toDataURL() );
},
soucePlain: function() {
outputShaderToTab( function(text){ return text; });
},
souceRelease: function() {
outputShaderToTab( function(text){
return text.replace(/#define DEBUG 1/, '#define DEBUG 0');
});
},
souceShaderToy: function() {
outputShaderToTab( function(text){
return text.
replace(/#define DEBUG 1/, '#define DEBUG 0').
replace(/#define SHADER_TOY 0/, '#define SHADER_TOY 1').
replace(/void main\(void\)/, 'void mainImage( out vec4 fragColor, in vec2 fragCoord )').
replace(/\b(resolution)\b/g, 'iResolution.xy').
replace(/\b(mouse)\b/g, 'iMouse').
replace(/\b(gl_FragCoord)\b/g, 'fragCoord').
replace(/\b(gl_FragColor)\b/g, 'fragColor').
replace(/\b(time)\b/g, 'iGlobalTime');
});
},
camera: 'Auto',
resolution: 256,
aspectRatio: 4/3,
pixelRatio: 1,
time: 0,
//time: 105,
//time: 142,
pause: false,
};
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(35, 800/600);
camera.position.z = 5;
camera.lookAt( new THREE.Vector3( 0.0, 0.0, 0.0 ) );
geometry = new THREE.PlaneBufferGeometry( 2.0, 2.0 );
material = new THREE.RawShaderMaterial( {
uniforms: {
resolution: { type: 'v2', value: new THREE.Vector2( config.resolution, config.resolution ) },
mouse: { type: 'v2', value: mouse },
time: { type: 'f', value: 0.0 },
debugCamera: { type: 'i', value: config.camera !== 'Auto' },
cameraPos: { type: 'v3', value: camera.getWorldPosition() },
cameraDir: { type: 'v3', value: camera.getWorldDirection() },
},
vertexShader: document.getElementById( 'vertex_shader' ).textContent,
fragmentShader: document.getElementById( 'fragment_shader' ).textContent
} );
plane = new THREE.Mesh( geometry, material );
plane.frustumCulled = false;
scene.add( plane );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( config.pixelRatio );
renderer.setSize( config.resolution * config.aspectRatio, config.resolution );
canvas = renderer.domElement;
canvas.addEventListener( 'mousemove', onMouseMove );
window.addEventListener( 'resize', onWindowResize );
document.body.appendChild( canvas );
//flyControls = new THREE.FlyControls( camera, canvas );
//flyControls.autoForward = true;
//flyControls.dragToLook = false;
//flyControls.rollSpeed = Math.PI / 12;
//flyControls.movementSpeed = 0.1;
orbitControls = new THREE.OrbitControls( camera, canvas );
orbitControls.enablePan = true;
//orbitControls.keyPanSpeed = 0.01;
orbitControls.enableDamping = false;
//orbitControls.dampingFactor = 0.015;
orbitControls.enableZoom = true;
//orbitControls.zoomSpeed = 0.001;
//orbitControls.rotateSpeed = 0.8;
orbitControls.autoRotate = false;
orbitControls.autoRotateSpeed = 0.0;
orbitControls.target = new THREE.Vector3( 0.0, 0.0, 0.0 );
var gui = new dat.GUI();
gui.add( config, 'saveImage' ).name( 'Save as PNG' );
//gui.add( config, 'soucePlain' ).name( 'view Shader' );
gui.add( config, 'souceRelease' ).name( 'GLSL sandbox' );
gui.add( config, 'souceShaderToy' ).name( 'ShaderToy' );
gui.add( config, 'camera', [ 'Auto', 'Orbit' ] ).name( 'Camera' );
gui.add( config, 'resolution', [ 256, 512, 800, 'full' ] ).name( 'Resolution' ).onChange( function( value ) {
onWindowResize();
render(true);
} );
gui.add( config, 'aspectRatio', { '16:9': 16/9, '4:3' : 4/3, '2:1': 2, '1:1': 1.0 } ).name( 'Aspect Ratio' ).onChange( function( value ) {
onWindowResize();
render(true);
} );
gui.add( config, 'pixelRatio', { '1/4x': 0.25, '1/2x' : 0.5, '1x': 1.0, '2x': 2.0 } ).name( 'Pixel Ratio' ).onChange( function( value ) {
onWindowResize();
render(true);
} );
gui.add( config, 'time', 0, 182 ).step( 0.1 ).name( 'time' ).listen();
gui.add( config, 'pause' ).name( 'Pause' );
stats = new Stats();
document.body.appendChild( stats.domElement );
}
function animate( timestamp ) {
var delta = clock.getDelta();
if ( !config.pause ) {
config.time += delta;
}
stats.begin();
var needsUpdate = config.time !== material.uniforms.time.value;
switch ( config.camera ) {
case 'Auto':
// none
break;
case 'Orbit':
orbitControls.update();
if (camera && prevCameraMatrixWorld && !camera.matrixWorld.equals(prevCameraMatrixWorld)) {
needsUpdate = true;
}
prevCameraMatrixWorld = camera.matrixWorld.clone();
break;
case 'Fly':
flyControls.update(delta);
break;
}
render(needsUpdate);
stats.end();
requestAnimationFrame( animate );
}
function render(needsUpdate) {
material.uniforms.resolution.value = new THREE.Vector2( canvas.width, canvas.height );
material.uniforms.mouse.value = mouse;
material.uniforms.debugCamera.value = config.camera !== 'Auto';
material.uniforms.cameraPos.value = camera.getWorldPosition();
material.uniforms.cameraDir.value = camera.getWorldDirection();
material.uniforms.time.value = config.time;
if (needsUpdate) {
renderer.render( scene, camera );
}
if (false) {
var pos = camera.getWorldPosition();
var dir = camera.getWorldDirection();
document.getElementById( 'info' ).innerHTML = ''
+ pos.x + ', ' + pos.y + ', ' + pos.z + '<br />'
+ dir.x + ', ' + dir.y + ', ' + dir.z + '<br />'
+ material.uniforms.time.value;
}
}
function onMouseMove( e ) {
mouse.x = e.offsetX / canvas.width;
mouse.y = e.offsetY / canvas.height;
}
function onWindowResize( e ) {
if ( config.resolution === 'full' ) {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
} else {
canvas.width = config.aspectRatio * config.resolution;
canvas.height = config.resolution;
}
renderer.setSize( canvas.width, canvas.height );
renderer.setPixelRatio( config.pixelRatio );
}
function outputTextToTab(text) {
var type = 'text/plain';
window.open('data:' + type + ';base64,' + window.btoa(text));
}
function outputShaderToTab(filter) {
var rawShader = document.getElementById( 'fragment_shader' ).textContent;
var text = filter( rawShader );
outputTextToTab( text );
}
</script>
</body>
</html>