前言
HLSL实现
VS
uniform float4 gl_HalfPixel;
static float4 gl_Position;
static float2 pos;
static float2 outUV;
static float2 uv;
struct SPIRV_Cross_Input
{
float2 pos : TEXCOORD0;
float2 uv : TEXCOORD1;
};
struct SPIRV_Cross_Output
{
float2 outUV : TEXCOORD0;
float4 gl_Position : POSITION;
};
void vert_main()
{
gl_Position = float4(pos, 0.0f, 1.0f);
outUV = uv;
gl_Position.x = gl_Position.x - gl_HalfPixel.x * gl_Position.w;
gl_Position.y = gl_Position.y + gl_HalfPixel.y * gl_Position.w;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
pos = stage_input.pos;
uv = stage_input.uv;
vert_main();
SPIRV_Cross_Output stage_output;
stage_output.gl_Position = gl_Position;
stage_output.outUV = outUV;
return stage_output;
}
PS
uniform float iTime;
uniform float2 iResolution;
uniform float4 iMouse;
uniform float iTimeDelta;
uniform int iFrame;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
static float4 gl_FragCoord;
static float4 shadertoy_outcolor;
struct SPIRV_Cross_Input
{
float4 gl_FragCoord : VPOS;
};
struct SPIRV_Cross_Output
{
float4 shadertoy_outcolor : COLOR0;
};
float3x3 fromEuler(float3 ang)
{
float2 a1 = float2(sin(ang.x), cos(ang.x));
float2 a2 = float2(sin(ang.y), cos(ang.y));
float2 a3 = float2(sin(ang.z), cos(ang.z));
float3x3 m;
m[0] = float3((a1.y * a3.y) + ((a1.x * a2.x) * a3.x), ((a1.y * a2.x) * a3.x) + (a3.y * a1.x), (-a2.y) * a3.x);
m[1] = float3((-a2.y) * a1.x, a1.y * a2.y, a2.x);
m[2] = float3(((a3.y * a1.x) * a2.x) + (a1.y * a3.x), (a1.x * a3.x) - ((a1.y * a3.y) * a2.x), a2.y * a3.y);
return m;
}
float hash(float2 p)
{
float h = dot(p, float2(127.09999847412109375f, 311.70001220703125f));
return frac(sin(h) * 43758.546875f);
}
float _noise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
float2 u = (f * f) * (3.0f.xx - (f * 2.0f));
float2 param = i + 0.0f.xx;
float2 param_1 = i + float2(1.0f, 0.0f);
float2 param_2 = i + float2(0.0f, 1.0f);
float2 param_3 = i + 1.0f.xx;
return (-1.0f) + (2.0f * lerp(lerp(hash(param), hash(param_1), u.x), lerp(hash(param_2), hash(param_3), u.x), u.y));
}
float sea_octave(inout float2 uv, float choppy)
{
float2 param = uv;
uv += _noise(param).xx;
float2 wv = 1.0f.xx - abs(sin(uv));
float2 swv = abs(cos(uv));
wv = lerp(wv, swv, wv);
return pow(1.0f - pow(wv.x * wv.y, 0.64999997615814208984375f), choppy);
}
float map(float3 p)
{
float freq = 0.1599999964237213134765625f;
float amp = 0.60000002384185791015625f;
float choppy = 4.0f;
float2 uv = p.xz;
uv.x *= 0.75f;
float h = 0.0f;
for (int i = 0; i < 3; i++)
{
float2 param = (uv + (1.0f + (iTime * 0.800000011920928955078125f)).xx) * freq;
float param_1 = choppy;
float _400 = sea_octave(param, param_1);
float d = _400;
float2 param_2 = (uv - (1.0f + (iTime * 0.800000011920928955078125f)).xx) * freq;
float param_3 = choppy;
float _412 = sea_octave(param_2, param_3);
d += _412;
h += (d * amp);
uv = mul(float2x2(float2(1.60000002384185791015625f, 1.2000000476837158203125f), float2(-1.2000000476837158203125f, 1.60000002384185791015625f)), uv);
freq *= 1.89999997615814208984375f;
amp *= 0.2199999988079071044921875f;
choppy = lerp(choppy, 1.0f, 0.20000000298023223876953125f);
}
return p.y - h;
}
float heightMapTracing(float3 ori, float3 dir, inout float3 p)
{
float tm = 0.0f;
float tx = 1000.0f;
float3 param = ori + (dir * tx);
float hx = map(param);
if (hx > 0.0f)
{
return tx;
}
float3 param_1 = ori + (dir * tm);
float hm = map(param_1);
float tmid = 0.0f;
for (int i = 0; i < 8; i++)
{
tmid = lerp(tm, tx, hm / (hm - hx));
p = ori + (dir * tmid);
float3 param_2 = p;
float hmid = map(param_2);
if (hmid < 0.0f)
{
tx = tmid;
hx = hmid;
}
else
{
tm = tmid;
hm = hmid;
}
}
return tmid;
}
float map_detailed(float3 p)
{
float freq = 0.1599999964237213134765625f;
float amp = 0.60000002384185791015625f;
float choppy = 4.0f;
float2 uv = p.xz;
uv.x *= 0.75f;
float h = 0.0f;
for (int i = 0; i < 5; i++)
{
float2 param = (uv + (1.0f + (iTime * 0.800000011920928955078125f)).xx) * freq;
float param_1 = choppy;
float _477 = sea_octave(param, param_1);
float d = _477;
float2 param_2 = (uv - (1.0f + (iTime * 0.800000011920928955078125f)).xx) * freq;
float param_3 = choppy;
float _489 = sea_octave(param_2, param_3);
d += _489;
h += (d * amp);
uv = mul(float2x2(float2(1.60000002384185791015625f, 1.2000000476837158203125f), float2(-1.2000000476837158203125f, 1.60000002384185791015625f)), uv);
freq *= 1.89999997615814208984375f;
amp *= 0.2199999988079071044921875f;
choppy = lerp(choppy, 1.0f, 0.20000000298023223876953125f);
}
return p.y - h;
}
float3 getNormal(float3 p, float eps)
{
float3 param = p;
float3 n;
n.y = map_detailed(param);
float3 param_1 = float3(p.x + eps, p.y, p.z);
n.x = map_detailed(param_1) - n.y;
float3 param_2 = float3(p.x, p.y, p.z + eps);
n.z = map_detailed(param_2) - n.y;
n.y = eps;
return normalize(n);
}
float3 getSkyColor(inout float3 e)
{
e.y = ((max(e.y, 0.0f) * 0.800000011920928955078125f) + 0.20000000298023223876953125f) * 0.800000011920928955078125f;
return float3(pow(1.0f - e.y, 2.0f), 1.0f - e.y, 0.60000002384185791015625f + ((1.0f - e.y) * 0.4000000059604644775390625f)) * 1.10000002384185791015625f;
}
float diffuse(float3 n, float3 l, float p)
{
return pow((dot(n, l) * 0.4000000059604644775390625f) + 0.60000002384185791015625f, p);
}
float specular(float3 n, float3 l, float3 e, float s)
{
float nrm = (s + 8.0f) / 25.1327362060546875f;
return pow(max(dot(reflect(e, n), l), 0.0f), s) * nrm;
}
float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist)
{
float fresnel = clamp(1.0f - dot(n, -eye), 0.0f, 1.0f);
fresnel = pow(fresnel, 3.0f) * 0.5f;
float3 param = reflect(eye, n);
float3 _529 = getSkyColor(param);
float3 reflected = _529;
float3 param_1 = n;
float3 param_2 = l;
float param_3 = 80.0f;
float3 refracted = float3(0.0f, 0.0900000035762786865234375f, 0.180000007152557373046875f) + ((float3(0.4799999892711639404296875f, 0.540000021457672119140625f, 0.36000001430511474609375f) * diffuse(param_1, param_2, param_3)) * 0.119999997317790985107421875f);
float3 color = lerp(refracted, reflected, fresnel.xxx);
float atten = max(1.0f - (dot(dist, dist) * 0.001000000047497451305389404296875f), 0.0f);
color += (((float3(0.4799999892711639404296875f, 0.540000021457672119140625f, 0.36000001430511474609375f) * (p.y - 0.60000002384185791015625f)) * 0.180000007152557373046875f) * atten);
float3 param_4 = n;
float3 param_5 = l;
float3 param_6 = eye;
float param_7 = 60.0f;
color += specular(param_4, param_5, param_6, param_7).xxx;
return color;
}
float3 getPixel(float2 coord, float time)
{
float2 uv = coord / iResolution;
uv = (uv * 2.0f) - 1.0f.xx;
uv.x *= (iResolution.x / iResolution.y);
float3 ang = float3(sin(time * 3.0f) * 0.100000001490116119384765625f, (sin(time) * 0.20000000298023223876953125f) + 0.300000011920928955078125f, time);
float3 ori = float3(0.0f, 3.5f, time * 5.0f);
float3 dir = normalize(float3(uv, -2.0f));
dir.z += (length(uv) * 0.14000000059604644775390625f);
float3 param = ang;
dir = mul(fromEuler(param), normalize(dir));
float3 param_1 = ori;
float3 param_2 = dir;
float3 param_3;
float _759 = heightMapTracing(param_1, param_2, param_3);
float3 p = param_3;
float3 dist = p - ori;
float3 param_4 = p;
float param_5 = dot(dist, dist) * (0.100000001490116119384765625f / iResolution.x);
float3 n = getNormal(param_4, param_5);
float3 light = float3(0.0f, 0.780868828296661376953125f, 0.6246950626373291015625f);
float3 param_6 = dir;
float3 _783 = getSkyColor(param_6);
float3 param_7 = p;
float3 param_8 = n;
float3 param_9 = light;
float3 param_10 = dir;
float3 param_11 = dist;
return lerp(_783, getSeaColor(param_7, param_8, param_9, param_10, param_11), pow(smoothstep(0.0f, -0.0199999995529651641845703125f, dir.y), 0.20000000298023223876953125f).xxx);
}
void mainImage(inout float4 fragColor, float2 fragCoord)
{
float time = (iTime * 0.300000011920928955078125f) + (iMouse.x * 0.00999999977648258209228515625f);
float3 color = 0.0f.xxx;
for (int i = -1; i <= 1; i++)
{
for (int j = -1; j <= 1; j++)
{
float2 uv = fragCoord + (float2(float(i), float(j)) / 3.0f.xx);
float2 param = uv;
float param_1 = time;
color += getPixel(param, param_1);
}
}
color /= 9.0f.xxx;
fragColor = float4(pow(color, 0.64999997615814208984375f.xxx), 1.0f);
}
void frag_main()
{
float2 param_1 = gl_FragCoord.xy;
float4 param;
mainImage(param, param_1);
shadertoy_outcolor = param;
}
SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
gl_FragCoord = stage_input.gl_FragCoord + float4(0.5f, 0.5f, 0.0f, 0.0f);
frag_main();
SPIRV_Cross_Output stage_output;
stage_output.shadertoy_outcolor = float4(shadertoy_outcolor);
return stage_output;
}
GLSL
#version 330
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 uv;
out vec2 outUV;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
outUV = uv;
}
#version 330
uniform vec2 iResolution;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform vec4 iMouse;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
out vec4 shadertoy_outcolor;
const int NUM_STEPS = 8;
const float PI = 3.141592;
const float EPSILON = 1e-3;
#define EPSILON_NRM (0.1 / iResolution.x)
#define AA
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.5;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
vec3 getPixel(in vec2 coord, float time) {
vec2 uv = coord / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
// ray
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
vec3 ori = vec3(0.0,3.5,time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
return mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.02,dir.y),0.2));
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
float time = iTime * 0.3 + iMouse.x*0.01;
#ifdef AA
vec3 color = vec3(0.0);
for(int i = -1; i <= 1; i++) {
for(int j = -1; j <= 1; j++) {
vec2 uv = fragCoord+vec2(i,j)/3.0;
color += getPixel(uv, time);
}
}
color /= 9.0;
#else
vec3 color = getPixel(fragCoord, time);
#endif
// post
fragColor = vec4(pow(color,vec3(0.65)), 1.0);
}
void main()
{
mainImage(shadertoy_outcolor, gl_FragCoord.xy);
}
效果