From c182b89694ea4e612fd2c76aea4e3234b43c9116 Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 6 Sep 2018 21:26:07 +0800 Subject: *update --- shader/metaball.shader | 240 ++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 226 insertions(+), 14 deletions(-) (limited to 'shader/metaball.shader') diff --git a/shader/metaball.shader b/shader/metaball.shader index e7e344e..631ed93 100644 --- a/shader/metaball.shader +++ b/shader/metaball.shader @@ -1,15 +1,227 @@ -extern vec2 distortionFactor; -extern vec2 scaleFactor; -extern number feather; -vec4 effect(vec4 color, Texture tex, vec2 uv, vec2 px) { - // to barrel coordinates - uv = uv * 2.0 - vec2(1.0); - // distort - uv *= scaleFactor; - uv += (uv.yx*uv.yx) * uv * (distortionFactor - 1.0); - number mask = (1.0 - smoothstep(1.0-feather,1.0,abs(uv.x))) - * (1.0 - smoothstep(1.0-feather,1.0,abs(uv.y))); - // to cartesian coordinates - uv = (uv + vec2(1.0)) / 2.0; - return color * Texel(tex, uv) * mask; +extern vec3 iResolution; +extern number iGlobalTime; +extern vec4 iMouse; + +/*by mu6k, Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + I have no idea how I ended up here, but it demosceneish enough to publish. + You can use the mouse to rotate the camera around the 'object'. + If you can't see the shadows, increase occlusion_quality. + If it doesn't compile anymore decrease object_count and render_steps. + 15/06/2013: + - published + 16/06/2013: + - modified for better performance and compatibility + muuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuusk!*/ + +#define occlusion_enabled +#define occlusion_quality 4 +//#define occlusion_preview + +#define noise_use_smoothstep + +#define light_color vec3(0.1,0.4,0.6) +#define light_direction normalize(vec3(.2,1.0,-0.2)) +#define light_speed_modifier 1.0 + +#define object_color vec3(0.9,0.1,0.1) +#define object_count 9 +#define object_speed_modifier 1.0 + +#define render_steps 33 + +number hash(number x) +{ + return fract(sin(x*.0127863)*17143.321); +} + +number hash(vec2 x) +{ + return fract(cos(dot(x.xy,vec2(2.31,53.21))*124.123)*412.0); +} + +vec3 cc(vec3 color, number factor,number factor2) //a wierd color modifier +{ + number w = color.x+color.y+color.z; + return mix(color,vec3(w)*factor,w*factor2); +} + +number hashmix(number x0, number x1, number interp) +{ + x0 = hash(x0); + x1 = hash(x1); + #ifdef noise_use_smoothstep + interp = smoothstep(0.0,1.0,interp); + #endif + return mix(x0,x1,interp); +} + +number noise(number p) // 1D noise +{ + number pm = mod(p,1.0); + number pd = p-pm; + return hashmix(pd,pd+1.0,pm); +} + +vec3 rotate_y(vec3 v, number angle) +{ + number ca = cos(angle); number sa = sin(angle); + return v*mat3( + +ca, +.0, -sa, + +.0,+1.0, +.0, + +sa, +.0, +ca); +} + +vec3 rotate_x(vec3 v, number angle) +{ + number ca = cos(angle); number sa = sin(angle); + return v*mat3( + +1.0, +.0, +.0, + +.0, +ca, -sa, + +.0, +sa, +ca); +} + +number max3(number a, number b, number c)//returns the maximum of 3 values +{ + return max(a,max(b,c)); +} + +vec3 bpos[object_count];//position for each metaball + +number dist(vec3 p)//distance function +{ + number d=1024.0; + number nd; + for (int i=0 ;i4.0) break; + } + + if (dd<0.5) //close enough + color = object_material(p,d); + else + color = background(d); + + //post procesing + color *=.85; + color = mix(color,color*color,0.3); + color -= hash(color.xy+uv.xy)*.015; + color -= length(uv)*.1; + color =cc(color,.5,.6); + fragColor = vec4(color,1.0); +} + + + +vec4 effect(vec4 color, Texture texture, vec2 texture_coords, vec2 pixel_coords){ + vec2 fragCoord = texture_coords * iResolution.xy; + mainImage( color, fragCoord ); + return color; } \ No newline at end of file -- cgit v1.1-26-g67d0