diff --git a/tools/src/deadly_halftones/images/75LuAGJ9QDYmjKKoSpRz--1--r8w2f_2x-real-esrgan-x4-plus.jpg b/tools/src/deadly_halftones/images/75LuAGJ9QDYmjKKoSpRz--1--r8w2f_2x-real-esrgan-x4-plus.jpg deleted file mode 100644 index 160d549..0000000 Binary files a/tools/src/deadly_halftones/images/75LuAGJ9QDYmjKKoSpRz--1--r8w2f_2x-real-esrgan-x4-plus.jpg and /dev/null differ diff --git a/tools/src/deadly_halftones/pack.json b/tools/src/deadly_halftones/pack.json deleted file mode 100644 index 9eba157..0000000 --- a/tools/src/deadly_halftones/pack.json +++ /dev/null @@ -1,37 +0,0 @@ -{ - "author": "Julien Vergnaud @duvengar-2018", - "name": "deadly_halftones", - "version": "1.0.0", - "description": "", - "license": "CC BY-NC-SA 3.0", - "engine": "shadertoys", - "id": "MddcRr", - - "type": 2, - "source": "./shaders/Image.frag.qsb", - "speed": 0.14, - - "channel0": - { - "type": 2, - "source": "./shaders/Buffer B.frag.qsb", - - "resolution_x": 1920, - "resolution_y": 1080, - "resolution_scale": 1.0, - "time_scale": 1.0, - "mouse_scale": 1.0, - - "channel0": - { - "type": 2, - "source": "./shaders/Buffer A.frag.qsb", - - "resolution_x": 1920, - "resolution_y": 1080, - "resolution_scale": 1.0, - "time_scale": 1.0, - "mouse_scale": 1.0 - } - } -} \ No newline at end of file diff --git a/tools/src/deadly_halftones/shaders/Buffer A.frag b/tools/src/deadly_halftones/shaders/Buffer A.frag deleted file mode 100644 index d606f78..0000000 --- a/tools/src/deadly_halftones/shaders/Buffer A.frag +++ /dev/null @@ -1,352 +0,0 @@ -///////////////////////////////////////////////////////////////////// -// raymarch scene -///////////////////////////////////////////////////////////////////// -// more infos about modeling with distance functions: -// https://iquilezles.org/articles/distfunctions -///////////////////////////////////////////////////////////////////// - - -#define IT 64 // raycasting iterations -#define PR .0005 // raycasting precision - -//========================================================== -// signed DISTANCE FIELD PRIMITIVES -//========================================================== -// -// distance field primitives by Inigo Quilez -// https://www.shadertoy.com/view/Xds3zN -// -//========================================================== - -//----------------------------------------------------------- -// SPHERE -// -float sdSphere( vec3 p, float s ) -{ - return length(p) - s; -} - -//----------------------------------------------------------- -// RECTANGLE -// -float sdBox( vec3 p, vec3 b ) -{ - vec3 d = abs(p) - b ; - return max(min(d.x, min(d.y, d.z)), .0) + length(max(d, .0)); -} - -//========================================================== -// OPERATIONS -//========================================================== -// -// distance field primitives by Inigo Quilez -// https://www.shadertoy.com/view/Xds3zN -// -//========================================================== - -// polynomial smooth min -// add shapes smoother. - -float smin( float a, float b, float k ) -{ - float h = clamp( 0.5 + 0.5 * (b - a) / k, 0.0, 1.0 ); - return mix( b, a, h ) - k * h * (1.0 - h); -} - -// polynomial smooth min to add shapes smoother. -// sustract shapes smoother. - -float smax( float a, float b, float k ) -{ - float h = clamp( 0.5 + 0.5 * (a - b) / k, 0.0, 1.0 ); - return mix( b, a, h ) + k * h * (1.0 - h); -} - - -//========================================================== -// SKULL SIGNED DISTANCE FIELD -//========================================================== - - -float sdSkull( vec3 p, float s ) -{ - - - // -------------------------------------------------------- - // domain deformation on radius (s) brings some interesting - // results this deformation sould be applied to big shapes - // in order to preserve details. - - float ss = noise(p * 9.); - ss = mix(s,ss *.5,.1); - - - // sp is using symetry on z axis - vec3 sp = vec3(p.x, p.y, abs(p.z)); - - - // kind of morphing effect - //s = clamp(cos(iTime*.5), .20,.35); - - float shape = sdSphere(p - vec3(.0,.05,.0), s * .95 * cos(cos(p.y*11.)* p.z * 2.3) ); - //--------------------------------------------------------- - // first part external skull top - // -------------------------------------------------------- - - // globe front - shape = smin(shape, sdSphere (p - vec3(.10, 0.23, 0.00), s * .82), .09); - - // globe back - shape = smin(shape, sdSphere (p - vec3(-.1, 0.24, 0.00), s * .82), .09); - - // eye brow - shape = smin(shape, sdSphere (sp - vec3(.25, 0.07, 0.10), s * .36 * cos(p.y * 7.0)), .02); - - // lateral holes - symmetry - shape = smax(shape, -sdSphere (sp - vec3(.15, -.01, 0.31), s * .28 * cos(p.x * .59)), .02); - - //checkbones - symmetry - shape = smin(shape, sdSphere(sp-vec3(.22,-.13,.18), s*.11),.09); - - // empty the skull - shape = max(shape, -sdSphere(p - vec3(.0,.05,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) )); - shape = smax(shape, -sdSphere (p - vec3(.10, 0.23, 0.00), s * .74),.02); - shape = smax(shape, -sdSphere (p - vec3(-.1, 0.24, 0.00), s * .74),.02); - shape = smax(shape, -sdSphere (p - vec3(.0, 0.24, 0.00), s * .74),.02); - - // eye balls - symmetry - shape = smax(shape, -sdSphere(sp-vec3(.32,-.04,.140), s * .28 * cos(p.y*10.)),.03); - - // nose - //----------------------------------------------------------- - - // base nose shape - float temp = sdSphere(p- vec3(cos(.0)*.220,-.05, sin(.0)*.3), s * .35 * cos(sin(p.y*22.)*p.z*24.)); - - // substract the eyes balls ( symetrix) & skukl globe - temp = smax(temp, -sdSphere(sp-vec3(.32,-.04,.140), s * .35 * cos(p.y*10.)), .02); - temp = smax(temp, -sdSphere(p - vec3(.0,.05,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) ),.02); - - // add nose shape to skull - shape = smin(shape,temp,.015); - - // empty the nose - shape = smax(shape, - sdSphere(p- vec3(cos(.0)*.238,-.09, sin(.0)*.3), s * .3 * cos(sin(p.y*18.)*p.z*29.)),.002); - - // substract bottom - shape = smax(shape, -sdSphere(p- vec3(-.15,-0.97, .0), s * 2.5 ),.01); - - // I like the noise deformation on this edge with ss for the sphere radius. - // It give a more natural look to the skull. - shape = smax(shape, -sdSphere(p- vec3(-.23,-0.57, .0), abs(ss) * 1.6 ),.01); - - //--------------------------------------------------------- - // skull part2: UP jaws - // -------------------------------------------------------- - - temp = smax(sdSphere(p - vec3(.13,-.26,.0), .45 * s), -sdSphere(p - vec3(.125,-.3,.0), .40 * s), .01); - - // substract back - temp = smax(temp,-sdSphere(p - vec3(-.2,-.1,.0), .9 * s), .03); - - // substract bottom - temp = smax(temp,-sdSphere(p - vec3(.13,-.543,.0), .9 * s), .03); - - // substract up - temp = max(temp, -sdSphere(p - vec3(.0,.02,.0), s * .90 * cos(cos(p.y*11.)* p.z * 2.3) )); - shape = smin(shape, temp, .07); - - - // Teeths - symmetry - //----------------------------------------------------------- - - temp = sdSphere(p - vec3(.26, -.29, .018), .053 * s ); - temp = min(temp, sdSphere(p - vec3(.26, -.29, -.018), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.25, -.29, .05), .05 * s )); - temp = min(temp, sdSphere(sp - vec3(.235, -.29, .08), .05 * s )); - temp = min(temp, sdSphere(sp - vec3(.215, -.28, .1), .05 * s )); - temp = max(temp, -sdSphere(p - vec3(.16, -.35, .0), .33 * s )); - temp = min(temp, sdSphere(sp - vec3(.18, -.28, .115), .05 * s )); - temp = min(temp, sdSphere(sp - vec3(.14, -.28, .115), .06 * s )); - temp = min(temp, sdSphere(sp - vec3(.11, -.28, .115), .06 * s )); - temp = min(temp, sdSphere(sp - vec3(.08, -.28, .115), .06 * s )); - - - shape = smin(shape, temp, .03); - - // DOWN Jaws - //----------------------------------------------------------- - - temp = sdSphere(p - vec3(.1,-.32,.0), .43 * s); - temp = smax (temp, - sdSphere(p - vec3(.1,-.32,.0), .37 * s ),.02); - temp = smax(temp, - sdSphere(p - vec3(.1,-.034,.0), 1.03 * s),.02) ; - temp = smax(temp, - sdSphere(p - vec3(.0,-.4,.0), .35 * s),.02); - // symmetry - temp = smin(temp, sdBox(sp - vec3(.04 -.03 * cos(p.y * 20.2),-.23, .27 + sin(p.y)*.27), vec3(cos(p.y*4.)*.03,.12,.014)), .13); - temp = max(temp, - sdSphere(sp - vec3(.0,.153,.2), .85 * s)); - temp = smin (temp, sdSphere(sp - vec3(.2, -.45, 0.05), .05 * s ),.07); - - shape = smin(shape, temp, .02); - - - // Teeths - symmetry - //-------------------------------------------------------- - - temp = sdSphere(p - vec3(.23, -.34, .018), .053 * s ); - temp = min(temp, sdSphere(p - vec3(.23, -.34, -.018), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.22, -.34, .048), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.20, -.34, .078), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.17, -.35, .098), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.14, -.35, .11), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.11, -.35, .11), .053 * s)); - temp = min(temp, sdSphere(sp - vec3(.08, -.35, .11), .053 * s)); - - - shape = 1.5 * smin(shape, temp, .025); - - return shape ; - -} - - - -//========================================================== -// SCENE MANAGER -// -// here pull in all the objects into the scene no worry the order -// -//========================================================== - -vec2 map(vec3 pos) -{ - - vec2 scene = vec2(.5 * sdSkull(pos, .35), 39.); - - return scene; -} - -//==========================================================// -// RAY CASTER -// -// note : iteration IT and precision PR are defined on top -// ro and rd are ray origin and direction; -// -//==========================================================// - -vec2 castRay( vec3 ro, vec3 rd ) -{ - int i = 0; // raycaster iteration loop factor - float close = 1.0; // raycaster min distance - float far = 3.0; // raycaster max distance - float p = PR * close; // raycaster precision - float id = .0; // casted object id - - while( i ++< IT) - { - vec2 res = map(ro + rd * close); // map() > response vec2(depth, id) - - if(abs(res.x) < p || close > far) break; // break when object something is encountred or when outside of bounds - - close += res.x; // add depth to caster - id = res.y; // write object'id - } - - //if( close > far ) id = .0; // when there no response we return the background id - - return vec2( close, id ); // return depth value and id -} - - -//==========================================================// -// NORMALS -// -//==========================================================// - - -vec3 calcNormal( vec3 pos ) -{ - vec2 e = vec2(1., -1.) * PR; - return normalize(e.xyy * map(pos + e.xyy).x + - e.yyx * map(pos + e.yyx).x + - e.yxy * map(pos + e.yxy).x + - e.xxx * map(pos + e.xxx).x ); -} - -//==========================================================// -// RENDERER -// -//==========================================================// - - -vec3 render (vec2 p, vec3 ro, vec3 rd ) -{ - - vec2 res = castRay(ro,rd); - float t = res.x; - float m = res.y; - vec3 col = vec3(.0,.0,.0); - vec3 pos = ro + t * rd; - vec3 nor = calcNormal(pos); - - // material color - - col = .45 + .55 * sin(vec3(.05, .08, .1) * m - 1.); - - // depth fog - - col = mix(col, vec3(.0,.0,.0), 1. - exp(-0.02 * pow(t, 9.5))); - - return vec3( clamp(col,.0,1.0)); -} - - -//==========================================================// -// CAMERA -// -//==========================================================// - -mat3 setCamera(vec3 ro) -{ - vec3 cw = normalize(- ro); - vec3 cp = vec3(sin(.0), cos(.0), .0); - vec3 cu = normalize(cross(cw,cp)); - vec3 cv = normalize(cross(cu,cw)); - - return mat3(cu, cv, cw); -} - -//==========================================================// -// MAIN -// -//==========================================================// - -void mainImage( out vec4 fragColor, in vec2 fragCoord ) -{ - - vec3 tot = vec3(.0,.0,.0); - vec2 p = (-R.xy + 2.0 * fragCoord)/R.y; - vec2 mo = iMouse.xy/iResolution.xy; - - // camera - //--------------------------- - - vec3 ro = vec3(1.6*cos(iTime*.6),.0,1.6*sin(iTime*.6)); - mat3 ca = setCamera(ro); - - // ray direction - - vec3 rd = ca * normalize(vec3(p.xy, 2.)); - - // render - - vec3 col = render(p, ro, rd); - - // gamma - - col = pow( col, vec3(0.25) ); - - - tot += col; - fragColor = vec4( tot, 1.0 ); - -} \ No newline at end of file diff --git a/tools/src/deadly_halftones/shaders/Buffer B.frag b/tools/src/deadly_halftones/shaders/Buffer B.frag deleted file mode 100644 index c3e52e9..0000000 --- a/tools/src/deadly_halftones/shaders/Buffer B.frag +++ /dev/null @@ -1,31 +0,0 @@ -////////////////////////////////////// -// HALPHTONES POSTPROCESING -////////////////////////////////////// - - -float make_dot (vec2 uv, float r, float c) -{ - return smoothstep( r - .1, r, min( length((uv - vec2(c/2.))*2.), r)); -} - -float get_tex(vec2 U) -{ - vec3 tex_col = texture(iChannel0,U / R).xyz; - return .45 * (tex_col.x + tex_col.y + tex_col.z); -} - -void mainImage( out vec4 C, in vec2 U ) -{ - - // float cel = rem(R); // float CEL = floor(R.y/70.); - - float pixel_color = get_tex(ceil(U / CEL) * CEL); // calculate cel color - - float dot_radius = pixel_color ; // dot radius - - U = mod(U , CEL); // cell grid - - vec4 dot_color = vec4(make_dot(U, ceil(dot_radius * CEL ), CEL )); // make dots - - C = 1. - dot_color; -} \ No newline at end of file diff --git a/tools/src/deadly_halftones/shaders/Common.frag b/tools/src/deadly_halftones/shaders/Common.frag deleted file mode 100644 index 260e7e4..0000000 --- a/tools/src/deadly_halftones/shaders/Common.frag +++ /dev/null @@ -1,71 +0,0 @@ -#define T iTime -#define R iResolution.xy -#define S(a, b, c) smoothstep(a, b, c) -#define PI acos(-1.) -#define CEL rem(R) -#define LOWRES 320. - - - -float rem(vec2 iR) -{ - float slices = floor(iR.y / LOWRES); - if(slices < 1.){ - return 4.; - } - else if(slices == 1.){ - return 6.; - } - else if(slices == 2.){ - return 8.; - } - else if(slices >= 3.){ - return 10.; - } - else if(slices >= 4.){ - return 12.; - } -} - -///////////////////////////////////////////// -// hash2 taken from Dave Hoskins -// https://www.shadertoy.com/view/4djSRW -///////////////////////////////////////////// - -float hash2(vec2 p) -{ - vec3 p3 = fract(vec3(p.xyx) * .2831); - p3 += dot(p3, p3.yzx + 19.19); - return fract((p3.x + p3.y) * p3.z); -} - -///////////////////////////////////////////// -// NOISE 3D -// 3D noise and fbm function by Inigo Quilez -///////////////////////////////////////////// - -mat3 m = mat3( .00, .80, .60, - -.80, .36, -.48, - -.60, -.48, .64 ); - -float hash( float n ) -{ - float h = fract(sin(n) * 4121.15393); - - return h + .444; -} - -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 * 157.0 + 113.0 * p.z; - - return mix(mix(mix( hash(n + 00.00), hash(n + 1.000), f.x), - mix( hash(n + 157.0), hash(n + 158.0), f.x), f.y), - mix(mix( hash(n + 113.0), hash(n + 114.0), f.x), - mix( hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z); -} \ No newline at end of file diff --git a/tools/src/deadly_halftones/shaders/Image.frag b/tools/src/deadly_halftones/shaders/Image.frag deleted file mode 100644 index 7e5810f..0000000 --- a/tools/src/deadly_halftones/shaders/Image.frag +++ /dev/null @@ -1,32 +0,0 @@ -// "deadly_halftones" -// by Julien Vergnaud @duvengar-2018 -// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. -////////////////////////////////////////////////////////////////////////////////////// - -void mainImage(out vec4 C, in vec2 U) -{ - - // sound amplitude - float amp = .0; - amp += .5 - texelFetch(iChannel1,ivec2(20,0),0).x + .5 - *texelFetch(iChannel1,ivec2(400,0),0).x; - - - // glitch offset - vec2 V = 1. - 2. * U / R; - vec2 off = vec2(S(.0, amp * CEL * .5, cos(T + U.y / R.y *5.0 )), .0) - vec2(.5, .0); - - // colorize - float r = texture(iChannel0, .03 * off + U/ R).x; - float g = texture(iChannel0, .04 * off + U/ R).x; - float b = texture(iChannel0, .05 * off + U/ R).x; - C = vec4(.0,.1,.2,1.); - - C += .06 * hash2(T + V * vec2(1462.439, 297.185)); // animated grain (hash2 function in common tab) - C += vec4(r, g, b, 1.); - C *= 1.25 *vec4(1. - S(.1, 1.8, length(V * V))); // vigneting - - U = mod(U, CEL); - C *= .4+sign(S(.99, 1., U.y)); - C += .14 * vec4(pow(1. - length(V*vec2(.5, .35)), 3.), .0,.0,1.); -} \ No newline at end of file