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Seascape.heron
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/*
"Seascape" by Alexander Alekseev aka TDM - 2014
License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Contact: [email protected]
Ported to Heron by Christopher Diggins
*/
module Seacape.Helpers
{
mat3 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));
mat3 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(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in float2 p ) {
float2 i = floor( p );
float2 f = fract( p );
float2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + float2(0.0,0.0) ),
hash( i + float2(1.0,0.0) ), u.x),
mix( hash( i + float2(0.0,1.0) ),
hash( i + float2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(float3 n,float3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(float3 n,float3 l,float3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
float3 getSkyColor(float3 e) {
e.y = max(e.y,0.0);
float3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(float2 uv, float choppy) {
uv += noise(uv);
float2 wv = 1.0-abs(sin(uv));
float2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
}
module Seascape
{
import
{
Seacape.Helpers;
}
float4 main( float2 fragCoord, float2 iResolution, float iGlobalTime, float2 iMouse)
{
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / iResolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.8;
const float SEA_CHOPPY = 0.9;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const float3 SEA_BASE = float3(0.1,0.19,0.22);
const float3 SEA_WATER_COLOR = float3(0.8,0.9,0.6);
float SEA_TIME = 1.0 + iGlobalTime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
float map(float3 p)
{
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
float2 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(float3 p)
{
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
float2 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;
}
float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist)
{
float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
fresnel = pow(fresnel,3.0) * 0.65;
float3 reflected = getSkyColor(reflect(eye,n));
float3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
float3 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 += float3(specular(n,l,eye,60.0));
return color;
}
// tracing
float3 getNormal(float3 p, float eps)
{
float3 n;
n.y = map_detailed(p);
n.x = map_detailed(float3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(float3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(float3 ori, float3 dir, [out] float3 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;
}
float2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.3 + iMouse.x*0.01;
// ray
float3 ang = float3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
float3 ori = float3(0.0,3.5,time*5.0);
float3 dir = normalize(float3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
float3 p;
heightMapTracing(ori,dir,p);
float3 dist = p - ori;
float3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
float3 light = normalize(float3(0.0,1.0,0.8));
// color
float3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3));
// post
return float4(pow(color,float3(0.75)), 1.0);
}
}