obs-StreamFX/data/examples/shaders/source/shadertoy-MslGRn.effect

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// https://www.shadertoy.com/view/MslGRn
#define vec2 float2
#define vec3 float3
#define vec4 float4
#define ivec2 int2
#define ivec3 int3
#define ivec4 int4
#define mat3 float3x3
#define mat4 float4x4
#define fract frac
#define mix lerp
#define iTime Time.x
#define iResolution ViewSize
uniform float2 mouse<
string name = "Virtual Mouse Coordinates";
string field_type = "slider";
float2 minimum = {0, 0};
float2 maximum = {100., 100.};
float2 scale = {.01, .01};
float2 step = {.01, .01};
> = {0., 0.};
uniform float4x4 ViewProj<
bool automatic = true;
>;
uniform float4 Time<
bool automatic = true;
>;
uniform float4 ViewSize<
bool automatic = true;
>;
int2 iMouse() {
return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y);
}
#define TWO_OCTAVES
#define THREE_OCTAVES
#define SLICES 50.0
#define START_AMPLITUDE 0.01
#define START_FREQUENCY 1.25
#define START_DENSITY 0.0
#define ANIMATION_SPEED 0.075
float hash( float n )
{
return fract(sin(n)*43758.5453123);
}
float noise( in vec3 x )
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*57.0 + 113.0*p.z;
float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y), mix(mix( hash(n+113.0), hash(n+114.0),f.x), mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
return res;
}
// fbm noise for 2-4 octaves including rotation per octave
float fbm( vec3 p )
{
// rotation matrix for fbm octaves
mat3 m = mat3( 0.00, 0.80, 0.60, -0.80, 0.36, -0.48, -0.60, -0.48, 0.64 );
float f = 0.0;
f += 0.5000*noise( p );
p = mul(p, m) * 2.02;
f += 0.2500*noise( p );
#ifdef TWO_OCTAVES
return f/0.75;
#else
p = mul(m, p) * 2.03;
f += 0.1250*noise( p );
#ifdef THREE_OCTAVES
return f/0.875;
#else
p = mul(m, p) * 2.01;
f += 0.0625*noise( p );
return f/0.9375;
#endif
#endif
}
vec3 gradient(float s)
{
return vec3(0.0, max(1.0-s*2.0, 0.0), max(s>0.5?1.0-(s-0.5)*5.0:1.0, 0.0));
}
#define RADIUS 0.5
bool intersectSphere(vec3 origin, vec3 direction, out float tmin, out float tmax)
{
bool hit = false;
float a = dot(direction, direction);
float b = 2.0*dot(origin, direction);
float c = dot(origin, origin) - 0.5*0.5;
float disc = b*b - 4.0*a*c; // discriminant
tmin = tmax = 0.0;
if (disc > 0.0) {
// Real root of disc, so intersection
float sdisc = sqrt(disc);
float t0 = (-b - sdisc)/(2.0*a); // closest intersection distance
float t1 = (-b + sdisc)/(2.0*a); // furthest intersection distance
tmax = t1;
if (t0 >= 0.0)
tmin = t0;
hit = true;
}
return hit;
}
vec2 rt(vec2 x,float y)
{
return vec2(cos(y)*x.x-sin(y)*x.y,sin(y)*x.x+cos(y)*x.y);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// normalized and aspect ratio corrected pixel coordinate
vec2 p = (fragCoord.xy / iResolution.xy)*2.0-1.0;
p.x *= iResolution.x/ iResolution.y;
// camera and user input
vec3 oo = vec3(0, 0, 1.0-iMouse().y/iResolution.y);
vec3 od = normalize(vec3(p.x, p.y, -2.0));
vec3 o,d;
o.xz = rt(oo.xz, 6.3*iMouse().x/iResolution.x);
o.y = oo.y;
d.xz = rt(od.xz, 6.3*iMouse().x/iResolution.x);
d.y = od.y;
// render
vec4 col = vec4(0, 0, 0, 1);
float tmin, tmax;
if (intersectSphere(o, d, tmin, tmax))
{
// step thoug the sphere with max SLICES steps
for (float i = 0.0; i < SLICES; i+=1.0)
{
// stay within the sphere bounds
float t = tmin+i/SLICES;
if (t > tmax)
break;
vec3 curpos = o + d*t;
// get sphere falloff in s
float s = (0.5-length(curpos))*2.0;
s*=s;
// get turbulence in d
float a = START_AMPLITUDE;
float b = START_FREQUENCY;
float d = START_DENSITY;
for (int j = 0; j < 3; j++)
{
d += 0.5/abs((fbm(5.0*curpos*b+ANIMATION_SPEED*iTime/b)*2.0-1.0)/a);
b *= 2.0;
a /= 2.0;
}
// get gradient color depending on s
col.rgb += gradient(s)*max(d*s,0.0);
}
}
fragColor = col;
}
struct VertFragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertFragData VSDefault(VertFragData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
}
float4 PSDefault(VertFragData vtx) : TARGET {
float4 col = float4(1., 1., 1., 1.);
mainImage(col, vtx.uv * ViewSize.xy);
return col;
}
technique Draw
{
pass
{
vertex_shader = VSDefault(vtx);
pixel_shader = PSDefault(vtx);
}
}