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-rw-r--r--bin/metaball.shader231
1 files changed, 14 insertions, 217 deletions
diff --git a/bin/metaball.shader b/bin/metaball.shader
index 631ed93..7d3b759 100644
--- a/bin/metaball.shader
+++ b/bin/metaball.shader
@@ -1,227 +1,24 @@
-extern vec3 iResolution;
-extern number iGlobalTime;
-extern vec4 iMouse;
+#VERTEX_SHADER
+uniform float dt;
-/*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
+Vertex vert(Vertex v)
{
- return max(a,max(b,c));
+ if(v.xy.x > 3)
+ v.xy += vec2(100, 100) * sin(dt);
+ return v;
}
-vec3 bpos[object_count];//position for each metaball
+#END_VERTEX_SHADER
-number dist(vec3 p)//distance function
-{
- number d=1024.0;
- number nd;
- for (int i=0 ;i<object_count; i++)
- {
- vec3 np = p+bpos[i];
- number shape0 = max3(abs(np.x),abs(np.y),abs(np.z))-1.0;
- number shape1 = length(np)-1.0;
- nd = shape0+(shape1-shape0)*2.0;
- d = mix(d,nd,smoothstep(-1.0,+1.0,d-nd));
- }
- return d;
-}
+#FRAGMENT_SHADER
-vec3 normal(vec3 p,number e) //returns the normal, uses the distance function
-{
- number d=dist(p);
- return normalize(vec3(dist(p+vec3(e,0,0))-d,dist(p+vec3(0,e,0))-d,dist(p+vec3(0,0,e))-d));
-}
-
-vec3 light = light_direction; //global variable that holds light direction
-
-vec3 background(vec3 d)//render background
-{
- number t=iGlobalTime*0.5*light_speed_modifier;
- number qq = dot(d,light)*.5+.5;
- number bgl = qq;
- number q = (bgl+noise(bgl*6.0+t)*.85+noise(bgl*12.0+t)*.85);
- q+= pow(qq,32.0)*2.0;
- vec3 sky = vec3(0.1,0.4,0.6)*q;
- return sky;
-}
+uniform float dt;
-number occlusion(vec3 p, vec3 d)//returns how much a point is visible from a given direction
+Color frag(Color col, Texture tex, Vertex v)
{
- number occ = 1.0;
- p=p+d;
- for (int i=0; i<occlusion_quality; i++)
- {
- number dd = dist(p);
- p+=d*dd;
- occ = min(occ,dd);
- }
- return max(.0,occ);
+ vec4 c = texel(tex, v.uv) * col;
+ c.gb *= sin(dt);
+ return c;
}
-vec3 object_material(vec3 p, vec3 d)
-{
- vec3 color = normalize(object_color*light_color);
- vec3 n = normal(p,0.1);
- vec3 r = reflect(d,n);
-
- number reflectance = dot(d,r)*.5+.5;reflectance=pow(reflectance,2.0);
- number diffuse = dot(light,n)*.5+.5; diffuse = max(.0,diffuse);
-
- #ifdef occlusion_enabled
- number oa = occlusion(p,n)*.4+.6;
- number od = occlusion(p,light)*.95+.05;
- number os = occlusion(p,r)*.95+.05;
- #else
- number oa=1.0;
- number ob=1.0;
- number oc=1.0;
- #endif
-
- #ifndef occlusion_preview
- color =
- color*oa*.2 + //ambient
- color*diffuse*od*.7 + //diffuse
- background(r)*os*reflectance*.7; //reflection
- #else
- color=vec3((oa+od+os)*.3);
- #endif
-
- return color;
-}
-
-#define offset1 4.7
-#define offset2 4.6
-
-void mainImage( out vec4 fragColor, in vec2 fragCoord )
-{
- vec2 uv = fragCoord.xy / iResolution.xy - 0.5;
- uv.x *= iResolution.x/iResolution.y; //fix aspect ratio
- vec3 mouse = vec3(iMouse.xy/iResolution.xy - 0.5,iMouse.z-.5);
-
- number t = iGlobalTime*.5*object_speed_modifier + 2.0;
-
- for (int i=0 ;i<object_count; i++) //position for each metaball
- {
- bpos[i] = 1.3*vec3(
- sin(t*0.967+number(i)*42.0),
- sin(t*.423+number(i)*152.0),
- sin(t*.76321+number(i)));
- }
-
- //setup the camera
- vec3 p = vec3(.0,0.0,-4.0);
- p = rotate_x(p,mouse.y*9.0+offset1);
- p = rotate_y(p,mouse.x*9.0+offset2);
- vec3 d = vec3(uv,1.0);
- d.z -= length(d)*.5; //lens distort
- d = normalize(d);
- d = rotate_x(d,mouse.y*9.0+offset1);
- d = rotate_y(d,mouse.x*9.0+offset2);
-
- //and action!
- number dd;
- vec3 color;
- for (int i=0; i<render_steps; i++) //raymarch
- {
- dd = dist(p);
- p+=d*dd*.7;
- if (dd<.04 || dd>4.0) 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
+#END_FRAGMENT_SHADER \ No newline at end of file