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| 1 | +// https://www.shadertoy.com/view/XlsyWB |
| 2 | + |
| 3 | +const float streetDistance = 0.6; |
| 4 | +const vec3 streetColor = { 4.0, 8.0, 10.0 }; |
| 5 | + |
| 6 | +const float fogDensity = 0.5; |
| 7 | +const float fogDistance = 4.0; |
| 8 | +const vec3 fogColor = { 0.34, 0.37, 0.4 }; |
| 9 | + |
| 10 | +const float windowSize = 0.1; |
| 11 | +const float windowDivergence = 0.2; |
| 12 | +const vec3 windowColor = { 0.1, 0.2, 0.5 }; |
| 13 | + |
| 14 | +const float beaconProb = 0.0003; |
| 15 | +const float beaconFreq = 0.6; |
| 16 | +const vec3 beaconColor = { 1.5, 0.2, 0.0 }; |
| 17 | + |
| 18 | + |
| 19 | +const float tau = 6.283185; |
| 20 | + |
| 21 | +float hash1(vec2 p2) { |
| 22 | + p2 = fract(p2 * vec2(5.3983, 5.4427)); |
| 23 | + p2 += dot(p2.yx, p2.xy + vec2(21.5351, 14.3137)); |
| 24 | + return fract(p2.x * p2.y * 95.4337); |
| 25 | +} |
| 26 | + |
| 27 | +float hash1(vec2 p2, float p) { |
| 28 | + vec3 p3 = fract(vec3(5.3983 * p2.x, 5.4427 * p2.y, 6.9371 * p)); |
| 29 | + p3 += dot(p3, p3.yzx + 19.19); |
| 30 | + return fract((p3.x + p3.y) * p3.z); |
| 31 | +} |
| 32 | + |
| 33 | +vec2 hash2(vec2 p2) { |
| 34 | + vec3 p3 = fract(vec3(5.3983 * p2.x, 5.4427 * p2.y, 6.9371 * p2.x)); |
| 35 | + p3 += dot(p3, p3.yzx + 19.19); |
| 36 | + return fract((p3.xx + p3.yz) * p3.zy); |
| 37 | +} |
| 38 | + |
| 39 | +vec2 hash2(vec2 p2, float p) { |
| 40 | + vec3 p3 = fract(vec3(5.3983 * p2.x, 5.4427 * p2.y, 6.9371 * p)); |
| 41 | + p3 += dot(p3, p3.yzx + 19.19); |
| 42 | + return fract((p3.xx + p3.yz) * p3.zy); |
| 43 | +} |
| 44 | + |
| 45 | +vec3 hash3(vec2 p2) { |
| 46 | + vec3 p3 = fract(vec3(p2.xyx) * vec3(5.3983, 5.4427, 6.9371)); |
| 47 | + p3 += dot(p3, p3.yxz + 19.19); |
| 48 | + return fract((p3.xxy + p3.yzz) * p3.zyx); |
| 49 | +} |
| 50 | + |
| 51 | +float noise1(vec2 p) { |
| 52 | + vec2 i = floor(p); |
| 53 | + vec2 f = fract(p); |
| 54 | + vec2 u = f * f * (3.0 - 2.0 * f); |
| 55 | + return mix(mix(hash1(i + vec2(0.0, 0.0)), |
| 56 | + hash1(i + vec2(1.0, 0.0)), u.x), |
| 57 | + mix(hash1(i + vec2(0.0, 1.0)), |
| 58 | + hash1(i + vec2(1.0, 1.0)), u.x), u.y); |
| 59 | +} |
| 60 | + |
| 61 | +vec4 castRay(vec3 eye, vec3 ray) { |
| 62 | + vec2 block = floor(eye.xy); |
| 63 | + vec3 ri = 1.0 / ray; |
| 64 | + vec3 rs = sign(ray); |
| 65 | + vec3 side = 0.5 + 0.5 * rs; |
| 66 | + vec2 ris = ri.xy * rs.xy; |
| 67 | + vec2 dis = (block - eye.xy + 0.5 + rs.xy * 0.5) * ri.xy; |
| 68 | + |
| 69 | + float beacon = 0.0; |
| 70 | + |
| 71 | + for (int i = 0; i < 200; ++i) { |
| 72 | + vec2 lo0 = vec2(block + 0.01); |
| 73 | + vec2 loX = vec2(0.3, 0.3); |
| 74 | + vec2 hi0 = vec2(block + 0.69); |
| 75 | + vec2 hiX = vec2(0.3, 0.3); |
| 76 | + float height = (0.5 + hash1(block)) * (2.0 + 4.0 * pow(noise1(0.1 * block), 2.5)); |
| 77 | + |
| 78 | + float dist = 500.0; |
| 79 | + float face = 0.0; |
| 80 | + for (int j = 0; j < 3; ++j) { |
| 81 | + float top = height * (1.0 - 0.1 * float(j)); |
| 82 | + vec3 lo = vec3(lo0 + loX * hash2(block, float(j)), 0.0); |
| 83 | + vec3 hi = vec3(hi0 + hiX * hash2(block, float(j) + 0.5), top); |
| 84 | + |
| 85 | + vec3 wall = mix(hi, lo, side); |
| 86 | + vec3 t = (wall - eye) * ri; |
| 87 | + |
| 88 | + vec3 dim = step(t.zxy, t) * step(t.yzx, t); |
| 89 | + float maxT = dot(dim, t); |
| 90 | + float maxFace = 1.0 - dim.z; |
| 91 | + |
| 92 | + vec3 p = eye + maxT * ray; |
| 93 | + dim += step(lo, p) * step(p, hi); |
| 94 | + if (dim.x * dim.y * dim.z > 0.5 && maxT < dist) { |
| 95 | + dist = maxT; |
| 96 | + face = maxFace; |
| 97 | + } |
| 98 | + } |
| 99 | + |
| 100 | + float prob = beaconProb * pow(height, 3.0); |
| 101 | + vec2 h = hash2(block); |
| 102 | + if (h.x < prob) { |
| 103 | + vec3 center = vec3(block + 0.5, height + 0.2); |
| 104 | + float t = dot(center - eye, ray); |
| 105 | + if (t < dist) { |
| 106 | + vec3 p = eye + t * ray; |
| 107 | + float fog = (exp(-p.z / fogDistance) - exp(-eye.z / fogDistance)) / ray.z; |
| 108 | + fog = exp(fogDensity * fog); |
| 109 | + |
| 110 | + t = distance(center, p); |
| 111 | + fog *= smoothstep(1.0, 0.5, cos(tau * (beaconFreq * iTime + h.y))); |
| 112 | + beacon += fog * pow(clamp(1.0 - 2.0 * t, 0.0, 1.0), 4.0); |
| 113 | + } |
| 114 | + } |
| 115 | + |
| 116 | + if (dist < 400.0) { |
| 117 | + return vec4(dist, beacon, face, 1.0); |
| 118 | + } |
| 119 | + |
| 120 | + float t = eye.z * ri.z; |
| 121 | + vec3 p = eye - t * ray; |
| 122 | + vec2 g = p.xy - block; |
| 123 | + if (g.x > 0.0 && g.x < 1.0 && g.y > 0.0 && g.y < 1.0) { |
| 124 | + return vec4(-t, beacon, 0.0, 1.0); |
| 125 | + } |
| 126 | + |
| 127 | + vec2 dim = step(dis.xy, dis.yx); |
| 128 | + dis += dim * ris; |
| 129 | + block += dim * rs.xy; |
| 130 | + } |
| 131 | + |
| 132 | + if (ray.z < 0.0) { |
| 133 | + return vec4(-eye.z * ri.z, beacon, 0.0, 1.0); |
| 134 | + } |
| 135 | + |
| 136 | + return vec4(0.0, beacon, 0.0, 0.0); |
| 137 | +} |
| 138 | + |
| 139 | +inline void mainImage(vec4& fragColor, vec2 fragCoord) |
| 140 | +{ |
| 141 | + vec2 m = vec2(0.03 * iTime, 0.8); |
| 142 | + if (iMouse.z > 0.0) |
| 143 | + m = iMouse.xy / iResolution.xy; |
| 144 | + m *= tau * vec2(1.0, 0.25); |
| 145 | + |
| 146 | + vec3 center = vec3(6.0 * iTime, 0.5, 3.0); |
| 147 | + float dist = 20.0; |
| 148 | + vec3 eye = center + vec3(dist * sin(m.x) * sin(m.y), dist * cos(m.x) * sin(m.y), dist * cos(m.y)); |
| 149 | + float zoom = 3.0; |
| 150 | + |
| 151 | + vec3 forward = normalize(center - eye); |
| 152 | + vec3 right = normalize(cross(forward, vec3(0.0, 0.0, 1.0))); |
| 153 | + vec3 up = cross(right, forward); |
| 154 | + vec2 xy = 2.0 * fragCoord - iResolution.xy; |
| 155 | + zoom *= iResolution.y; |
| 156 | + vec3 ray = normalize(xy.x * right + xy.y * up + zoom * forward); |
| 157 | + |
| 158 | + vec4 res = castRay(eye, ray); |
| 159 | + vec3 p = eye + res.x * ray; |
| 160 | + |
| 161 | + vec2 block = floor(p.xy); |
| 162 | + vec3 window = floor(p / windowSize); |
| 163 | + float x = hash1(block, window.x); |
| 164 | + float y = hash1(block, window.y); |
| 165 | + float z = hash1(block, window.z); |
| 166 | + vec3 color = windowColor + windowDivergence * (hash3(block) - 0.5); |
| 167 | + color *= smoothstep(0.1, 0.9, fract(2.5 * (x * y * z))); |
| 168 | + |
| 169 | + vec3 streetLevel = streetColor * exp(-p.z / streetDistance); |
| 170 | + color += streetLevel; |
| 171 | + color = clamp(mix(0.25 * streetLevel, color, res.z), 0.0, 1.0); |
| 172 | + |
| 173 | + float fog = (exp(-p.z / fogDistance) - exp(-eye.z / fogDistance)) / ray.z; |
| 174 | + fog = exp(fogDensity * fog); |
| 175 | + color = mix(fogColor, color, fog); |
| 176 | + |
| 177 | + color = mix(fogColor, color, res.w); |
| 178 | + color += res.y * beaconColor; |
| 179 | + color += pow(res.y, 2.0); |
| 180 | + |
| 181 | + fragColor = vec4(color, 1.0); |
| 182 | +} |
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