Updated pack sources

This commit is contained in:
Digital Artifex
2025-11-04 11:29:25 -05:00
parent 2bbd4f806d
commit adebc672ad
49 changed files with 3251 additions and 552 deletions

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{
"author": "Virgill",
"name": "Rhodium Liquid Carbon",
"version": "1.0.0",
"description": "Liquid carbon effect from Rhodium 4k Intro",
"license": "",
"engine": "shadertoy",
"id": "llK3Dy",
"tags": [
"fire",
"liquid",
"spheretracing"
],
"source": "./shaders/Image.frag.qsb",
"speed": 1,
"bufferA":
{
"source": "./shaders/Buffer A.frag.qsb"
},
"channel0":"{bufferA}"
}

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// ***********************************************************
// Alcatraz / Rhodium 4k Intro liquid carbon
// by Jochen "Virgill" Feldkötter
//
// 4kb executable: http://www.pouet.net/prod.php?which=68239
// Youtube: https://www.youtube.com/watch?v=YK7fbtQw3ZU
// ***********************************************************
#define time iTime
#define res iResolution
float bounce;
// signed box
float sdBox(vec3 p,vec3 b)
{
vec3 d=abs(p)-b;
return min(max(d.x,max(d.y,d.z)),0.)+length(max(d,0.));
}
// rotation
void pR(inout vec2 p,float a)
{
p=cos(a)*p+sin(a)*vec2(p.y,-p.x);
}
// 3D noise function (IQ)
float noise(vec3 p)
{
vec3 ip=floor(p);
p-=ip;
vec3 s=vec3(7,157,113);
vec4 h=vec4(0.,s.yz,s.y+s.z)+dot(ip,s);
p=p*p*(3.-2.*p);
h=mix(fract(sin(h)*43758.5),fract(sin(h+s.x)*43758.5),p.x);
h.xy=mix(h.xz,h.yw,p.y);
return mix(h.x,h.y,p.z);
}
float map(vec3 p)
{
p.z-=1.0;
p*=0.9;
pR(p.yz,bounce*1.+0.4*p.x);
return sdBox(p+vec3(0,sin(1.6*time),0),vec3(20.0, 0.05, 1.2))-.4*noise(8.*p+3.*bounce);
}
// normal calculation
vec3 calcNormal(vec3 pos)
{
float eps=0.0001;
float d=map(pos);
return normalize(vec3(map(pos+vec3(eps,0,0))-d,map(pos+vec3(0,eps,0))-d,map(pos+vec3(0,0,eps))-d));
}
// standard sphere tracing inside and outside
float castRayx(vec3 ro,vec3 rd)
{
float function_sign=(map(ro)<0.)?-1.:1.;
float precis=.0001;
float h=precis*2.;
float t=0.;
for(int i=0;i<120;i++)
{
if(abs(h)<precis||t>12.)break;
h=function_sign*map(ro+rd*t);
t+=h;
}
return t;
}
// refraction
float refr(vec3 pos,vec3 lig,vec3 dir,vec3 nor,float angle,out float t2, out vec3 nor2)
{
float h=0.;
t2=2.;
vec3 dir2=refract(dir,nor,angle);
for(int i=0;i<50;i++)
{
if(abs(h)>3.) break;
h=map(pos+dir2*t2);
t2-=h;
}
nor2=calcNormal(pos+dir2*t2);
return(.5*clamp(dot(-lig,nor2),0.,1.)+pow(max(dot(reflect(dir2,nor2),lig),0.),8.));
}
// softshadow
float softshadow(vec3 ro,vec3 rd)
{
float sh=1.;
float t=.02;
float h=.0;
for(int i=0;i<22;i++)
{
if(t>20.)continue;
h=map(ro+rd*t);
sh=min(sh,4.*h/t);
t+=h;
}
return sh;
}
// main function
void mainImage(out vec4 fragColor,in vec2 fragCoord)
{
bounce=abs(fract(0.05*time)-.5)*20.; // triangle function
vec2 uv=gl_FragCoord.xy/res.xy;
vec2 p=uv*2.-1.;
// bouncy cam every 10 seconds
float wobble=(fract(.1*(time-1.))>=0.9)?fract(-time)*0.1*sin(30.*time):0.;
// camera
vec3 dir = normalize(vec3(2.*gl_FragCoord.xy -res.xy, res.y));
vec3 org = vec3(0,2.*wobble,-3.);
// standard sphere tracing:
vec3 color = vec3(0.);
vec3 color2 =vec3(0.);
float t=castRayx(org,dir);
vec3 pos=org+dir*t;
vec3 nor=calcNormal(pos);
// lighting:
vec3 lig=normalize(vec3(.2,6.,.5));
// scene depth
float depth=clamp((1.-0.09*t),0.,1.);
vec3 pos2 = vec3(0.);
vec3 nor2 = vec3(0.);
if(t<12.0)
{
color2 = vec3(max(dot(lig,nor),0.) + pow(max(dot(reflect(dir,nor),lig),0.),16.));
color2 *=clamp(softshadow(pos,lig),0.,1.); // shadow
float t2;
color2.rgb +=refr(pos,lig,dir,nor,0.9, t2, nor2)*depth;
color2-=clamp(.1*t2,0.,1.); // inner intensity loss
}
float tmp = 0.;
float T = 1.;
// animation of glow intensity
float intensity = 0.1*-sin(.209*time+1.)+0.05;
for(int i=0; i<128; i++)
{
float density = 0.; float nebula = noise(org+bounce);
density=intensity-map(org+.5*nor2)*nebula;
if(density>0.)
{
tmp = density / 128.;
T *= 1. -tmp * 100.;
if( T <= 0.) break;
}
org += dir*0.078;
}
vec3 basecol=vec3(1./1. , 1./4. , 1./16.);
T=clamp(T,0.,1.5);
color += basecol* exp(4.*(0.5-T) - 0.8);
color2*=depth;
color2+= (1.-depth)*noise(6.*dir+0.3*time)*.1; // subtle mist
// scene depth included in alpha channel
fragColor = vec4(vec3(1.*color+0.8*color2)*1.3,abs(0.67-depth)*2.+4.*wobble);
}

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// ***********************************************************
// Alcatraz / Rhodium 4k Intro liquid carbon
// by Jochen "Virgill" Feldkötter
//
// 4kb executable: http://www.pouet.net/prod.php?which=68239
// Youtube: https://www.youtube.com/watch?v=YK7fbtQw3ZU
// ***********************************************************
#define time iTime
#define res iResolution
const float GA =2.399;
const mat2 rot = mat2(cos(GA),sin(GA),-sin(GA),cos(GA));
// simplyfied version of Dave Hoskins blur
vec3 dof(sampler2D tex,vec2 uv,float rad)
{
vec3 acc=vec3(0);
vec2 pixel=vec2(.002*res.y/res.x,.002),angle=vec2(0,rad);;
rad=1.;
for (int j=0;j<80;j++)
{
rad += 1./rad;
angle*=rot;
vec4 col=texture(tex,uv+pixel*(rad-1.)*angle);
acc+=col.xyz;
}
return acc/80.;
}
//-------------------------------------------------------------------------------------------
void mainImage(out vec4 fragColor,in vec2 fragCoord)
{
vec2 uv = gl_FragCoord.xy / res.xy;
fragColor=vec4(dof(iChannel0,uv,texture(iChannel0,uv).w),1.);
}