Last active
June 17, 2022 20:45
-
-
Save neutrino84/8a6da26ffb91417c150c to your computer and use it in GitHub Desktop.
GLSL Planet Shader
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
The MIT License (MIT) | |
Copyright (c) 2015 Solar Crusaders | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
precision lowp float; | |
uniform sampler2D channel0; | |
uniform float time; | |
varying vec2 vTextureCoord; | |
// rendering params | |
const float sphsize = 0.8; // planet size | |
const float dist = 0.08; // distance for glow and distortion | |
const float perturb = 0.3;// distortion amount of the flow around the planet | |
const float windspeed = 0.25; // speed of wind flow | |
const float glow = 3.2; // glow amount, mainly on hit side | |
const float start = 118.0; | |
const float steps = 194.0; // number of steps for the volumetric rendering | |
const float stepsize = 0.01; | |
const float brightness = 1.0; | |
float wind(vec3 p) { | |
float d = max(0.0, dist - max(0.0, length(p) - sphsize) / sphsize) / dist; // for distortion and glow area | |
float x = max(0.5, p.x * -2.); // to increase glow on left side | |
return length(p) * (d * glow * x)+ d * glow * x; // return the result with glow applied | |
} | |
void main() { | |
// get ray dir | |
vec2 uv = vTextureCoord - vec2(0.5, 0.5); | |
vec3 dir = vec3(uv, 1.0); | |
vec3 from = vec3(0., 0., -2.); | |
vec3 tex = vec3(0.); | |
float ttime = 0.4 * sin(time * 2.) + 0.6; | |
// volumetric rendering | |
float alpha = 0.0; | |
float v = 0.0; | |
float l = -0.0001; | |
float t = time * windspeed * 0.25; | |
for(float r=start; r<steps; r++) { | |
vec3 p = from + r * dir * stepsize; | |
if(length(p)-sphsize > 0.0) { | |
v += min(50., wind(p)); | |
} else if(l < 0.0) { | |
alpha += 1.0; | |
v *= 2.; | |
l = 0.; | |
tex += pow(max(.2, dot(normalize(p), normalize(vec3(-0.75, 0.0, -1.75)))), 3.4) * | |
(0.0 + texture2D(channel0, uv * vec2(2., 2.) * (1.0 + p.z * 0.5) + vec2(t * 0.25, 0.5)).rgb * 1.5); | |
} else { | |
v += min(0.6, wind(p)); | |
} | |
} | |
// average values and | |
// apply bright factor | |
v /= steps; | |
v *= brightness; | |
v *= pow(v, 1.4); | |
vec3 col = vec3(v/4., v/3., v/0.8); | |
col += tex * 1.5; | |
gl_FragColor = vec4(col, alpha); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
precision lowp float; | |
attribute vec2 aVertexPosition; | |
attribute vec2 aTextureCoord; | |
attribute vec4 aColor; | |
uniform mat3 projectionMatrix; | |
varying vec2 vTextureCoord; | |
varying vec4 vColor; | |
void main(void) { | |
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); | |
vTextureCoord = aTextureCoord; | |
vColor = vec4(aColor.rgb * aColor.a, aColor.a); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment