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@rngtm
Created February 14, 2024 00:10
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チョコレートの海シェーダー (GLSL)
// Original : https://www.shadertoy.com/view/MdXyzX
// afl_ext 2017-2023
// Now with 2023 refresh
// MIT License
// Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around!
#define DRAG_MULT 0.28 // changes how much waves pull on the water
#define WATER_DEPTH 1.0 // how deep is the water
#define CAMERA_HEIGHT 1.5 // how high the camera should be
#define ITERATIONS_RAYMARCH 12 // waves iterations of raymarching
#define ITERATIONS_NORMAL 40 // waves iterations when calculating normals
#define SKY_COLOR hsv2rgb(vec3(14.0 / 256.0, 210.0 / 256.0, 6.0))
#define FOG_COLOR hsv2rgb(vec3(16.0 / 256.0, 220.0 / 256.0, 6.0))
#define FOG_START 5.0
#define FOG_END 200.0
#define FOG_EXPONENT 1.2
#define POST_BRIGHTNESS_SKY 2.0
#define POST_BRIGHTNESS 2.0
#define CHOCOLATE_BRIGHTNESS 0.2
#define BASE_COLOR vec3(0.16f, 0.11f, 0.11f)
#define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords
// Calculates wave value and its derivative,
// for the wave direction, position in space, wave frequency and time
vec2 wavedx(vec2 position, vec2 direction, float frequency, float timeshift) {
float x = dot(direction, position) * frequency + timeshift;
float wave = exp(sin(x) - 1.0);
float dx = wave * cos(x);
return vec2(wave, -dx);
}
// Calculates waves by summing octaves of various waves with various parameters
float getwaves(vec2 position, int iterations) {
float iter = 0.0; // this will help generating well distributed wave directions
float frequency = 1.0; // frequency of the wave, this will change every iteration
// float timeMultiplier = 1.0; // time multiplier for the wave, this will change every iteration
float timeMultiplier = 1.0; // time multiplier for the wave, this will change every iteration
float weight = 1.0;// weight in final sum for the wave, this will change every iteration
float sumOfValues = 0.0; // will store final sum of values
float sumOfWeights = 0.0; // will store final sum of weights
for(int i=0; i < iterations; i++) {
// generate some wave direction that looks kind of random
vec2 p = vec2(sin(iter), cos(iter));
// calculate wave data
vec2 res = wavedx(position, p, frequency, iTime * timeMultiplier);
// shift position around according to wave drag and derivative of the wave
position += p * res.y * weight * DRAG_MULT;
// add the results to sums
sumOfValues += res.x * weight;
sumOfWeights += weight;
// modify next octave parameters
weight *= 0.82;
frequency *= 1.18;
timeMultiplier *= 1.07;
// add some kind of random value to make next wave look random too
iter += 1232.399963;
}
// calculate and return
return sumOfValues / sumOfWeights;
}
// Raymarches the ray from top water layer boundary to low water layer boundary
float raymarchwater(vec3 camera, vec3 start, vec3 end, float depth) {
vec3 pos = start;
vec3 dir = normalize(end - start);
for(int i=0; i < 64; i++) {
// the height is from 0 to -depth
float height = getwaves(pos.xz, ITERATIONS_RAYMARCH) * depth - depth;
// if the waves height almost nearly matches the ray height, assume its a hit and return the hit distance
if(height + 0.01 > pos.y) {
return distance(pos, camera);
}
// iterate forwards according to the height mismatch
pos += dir * (pos.y - height);
}
// if hit was not registered, just assume hit the top layer,
// this makes the raymarching faster and looks better at higher distances
return distance(start, camera);
}
// Calculate normal at point by calculating the height at the pos and 2 additional points very close to pos
vec3 normal(vec2 pos, float e, float depth) {
vec2 ex = vec2(e, 0);
float H = getwaves(pos.xy, ITERATIONS_NORMAL) * depth;
vec3 a = vec3(pos.x, H, pos.y);
return normalize(
cross(
a - vec3(pos.x - e, getwaves(pos.xy - ex.xy, ITERATIONS_NORMAL) * depth, pos.y),
a - vec3(pos.x, getwaves(pos.xy + ex.yx, ITERATIONS_NORMAL) * depth, pos.y + e)
)
);
}
// Helper function generating a rotation matrix around the axis by the angle
mat3 createRotationMatrixAxisAngle(vec3 axis, float angle) {
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat3(
oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c
);
}
// Helper function that generates camera ray based on UV and mouse
vec3 getRay(vec2 fragCoord) {
vec2 uv = ((fragCoord.xy / iResolution.xy) * 2.0 - 1.0) * vec2(iResolution.x / iResolution.y, 1.0);
// for fisheye, uncomment following line and comment the next one
//vec3 proj = normalize(vec3(uv.x, uv.y, 1.0) + vec3(uv.x, uv.y, -1.0) * pow(length(uv), 2.0) * 0.05);
vec3 proj = normalize(vec3(uv.x, uv.y, 1.5));
if(iResolution.x < 600.0) {
return proj;
}
return createRotationMatrixAxisAngle(vec3(0.0, -1.0, 0.0), 3.0 * ((NormalizedMouse.x + 0.5) * 2.0 - 1.0))
* createRotationMatrixAxisAngle(vec3(1.0, 0.0, 0.0), 0.5 + 1.5 * ((NormalizedMouse.y * 1.5) * 2.0 - 1.0))
* proj;
}
// Ray-Plane intersection checker
float intersectPlane(vec3 origin, vec3 direction, vec3 point, vec3 normal) {
return clamp(dot(point - origin, normal) / dot(direction, normal), -1.0, 9991999.0);
}
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, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// Some very barebones but fast atmosphere approximation
vec3 extra_cheap_atmosphere(vec3 raydir, vec3 sundir) {
sundir.y = max(sundir.y, -0.07);
float special_trick = 1.0 / (raydir.y * 1.0 + 0.1);
float special_trick2 = 1.0 / (sundir.y * 11.0 + 1.0);
float raysundt = pow(abs(dot(sundir, raydir)), 2.0);
float sundt = pow(max(0.0, dot(sundir, raydir)), 8.0);
float mymie = sundt * special_trick * 0.2;
vec3 suncolor = mix(vec3(1.0), max(vec3(0.0), vec3(1.0) - SKY_COLOR / 22.4), special_trick2);
vec3 bluesky= SKY_COLOR / 22.4 * suncolor;
vec3 bluesky2 = max(vec3(0.0), bluesky - SKY_COLOR * 0.002 * (special_trick + -6.0 * sundir.y * sundir.y));
bluesky2 *= special_trick * (0.24 + raysundt * 0.24);
return bluesky2 * (1.0 + 1.0 * pow(1.0 - raydir.y, 3.0)) + mymie * suncolor;
}
// Calculate where the sun should be, it will be moving around the sky
vec3 getSunDirection() {
return normalize(vec3(sin(iTime * 0.1), 1.0, cos(iTime * 0.1)));
}
// Get atmosphere color for given direction
vec3 getAtmosphere(vec3 dir) {
return extra_cheap_atmosphere(dir, getSunDirection()) * 0.5;
}
// Get sun color for given direction
float getSun(vec3 dir) {
return 0.0;
return pow(max(0.0, dot(dir, getSunDirection())), 720.0) * 210.0;
}
// Great tonemapping function from my other shader: https://www.shadertoy.com/view/XsGfWV
vec3 aces_tonemap(vec3 color) {
mat3 m1 = mat3(
0.59719, 0.07600, 0.02840,
0.35458, 0.90834, 0.13383,
0.04823, 0.01566, 0.83777
);
mat3 m2 = mat3(
1.60475, -0.10208, -0.00327,
-0.53108, 1.10813, -0.07276,
-0.07367, -0.00605, 1.07602
);
vec3 v = m1 * color;
vec3 a = v * (v + 0.0245786) - 0.000090537;
vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
return pow(clamp(m2 * (a / b), 0.0, 1.0), vec3(1.0 / 2.2));
}
// Main
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// get the ray
vec3 ray = getRay(fragCoord);
if(ray.y >= 0.0) {
// if ray.y is positive, render the sky
vec3 C = getAtmosphere(ray) + getSun(ray);
// fragColor = vec4(aces_tonemap(C * 2.0),1.0);
fragColor = vec4(aces_tonemap(FOG_COLOR * POST_BRIGHTNESS_SKY) , 1.0);
// fragColor.rgb = SKY_COLOR;
return;
}
// now ray.y must be negative, water must be hit
// define water planes
vec3 waterPlaneHigh = vec3(0.0, 0.0, 0.0);
vec3 waterPlaneLow = vec3(0.0, -WATER_DEPTH, 0.0);
// define ray origin, moving around
vec3 origin = vec3(iTime, CAMERA_HEIGHT, iTime);
// calculate intersections and reconstruct positions
float highPlaneHit = intersectPlane(origin, ray, waterPlaneHigh, vec3(0.0, 1.0, 0.0));
float lowPlaneHit = intersectPlane(origin, ray, waterPlaneLow, vec3(0.0, 1.0, 0.0));
vec3 highHitPos = origin + ray * highPlaneHit;
vec3 lowHitPos = origin + ray * lowPlaneHit;
// raymatch water and reconstruct the hit pos
float dist = raymarchwater(origin, highHitPos, lowHitPos, WATER_DEPTH);
vec3 waterHitPos = origin + ray * dist;
// calculate normal at the hit position
vec3 N = normal(waterHitPos.xz, 0.01, WATER_DEPTH);
// smooth the normal with distance to avoid disturbing high frequency noise
N = mix(N, vec3(0.0, 1.0, 0.0), 0.8 * min(1.0, sqrt(dist*0.01) * 1.1));
// calculate fresnel coefficient
float fresnel = (0.04 + (1.0-0.04)*(pow(1.0 - max(0.0, dot(-N, ray)), 5.0)));
// reflect the ray and make sure it bounces up
vec3 R = normalize(reflect(ray, N));
R.y = abs(R.y);
// calculate the reflection and approximate subsurface scattering
vec3 reflection = getAtmosphere(R) + getSun(R);
// vec3 scattering = BASE_COLOR * 0.1 * (0.2 + (waterHitPos.y + WATER_DEPTH) / WATER_DEPTH);
vec3 scattering = BASE_COLOR * CHOCOLATE_BRIGHTNESS * (0.3 + (waterHitPos.y + WATER_DEPTH) / WATER_DEPTH);
// return the combined result
vec3 C = fresnel * reflection + (1.0 - fresnel) * scattering;
float fogDensity = saturate((dist - FOG_START) / (FOG_END - FOG_START));
fogDensity = pow(fogDensity, FOG_EXPONENT);
C.rgb = mix(C.rgb, FOG_COLOR, fogDensity);
// fragColor = vec4(aces_tonemap(C * 2.0), 1.0);
fragColor = vec4(aces_tonemap(C * POST_BRIGHTNESS), 1.0);
}
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