Initial Commit
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108
tools/src/002-Blue.frag
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108
tools/src/002-Blue.frag
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// https://www.shadertoy.com/view/WldSRn
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// credits to haquxx
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float sdSphere(vec3 pos, float size)
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{
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return length(pos) - size;
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}
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float sdBox(vec3 pos, vec3 size)
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{
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pos = abs(pos) - vec3(size);
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return max(max(pos.x, pos.y), pos.z);
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}
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float sdOctahedron(vec3 p, float s)
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{
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p = abs(p);
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float m = p.x+p.y+p.z-s;
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vec3 q;
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if( 3.0*p.x < m ) q = p.xyz;
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else if( 3.0*p.y < m ) q = p.yzx;
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else if( 3.0*p.z < m ) q = p.zxy;
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else return m*0.57735027;
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float k = clamp(0.5*(q.z-q.y+s),0.0,s);
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return length(vec3(q.x,q.y-s+k,q.z-k));
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}
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float sdPlane(vec3 pos)
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{
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return pos.y;
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}
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mat2 rotate(float a)
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{
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float s = sin(a);
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float c = cos(a);
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return mat2(c, s, -s, c);
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}
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vec3 repeat(vec3 pos, vec3 span)
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{
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return abs(mod(pos, span)) - span * 0.5;
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}
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float getDistance(vec3 pos, vec2 uv)
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{
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vec3 originalPos = pos;
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for(int i = 0; i < 3; i++)
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{
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pos = abs(pos) - 4.5;
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pos.xz *= rotate(1.0);
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pos.yz *= rotate(1.0);
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}
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pos = repeat(pos, vec3(4.0));
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float d0 = abs(originalPos.x) - 0.1;
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float d1 = sdBox(pos, vec3(0.8));
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pos.xy *= rotate(mix(1.0, 2.0, abs(sin(iTime))));
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float size = mix(1.1, 1.3, (abs(uv.y) * abs(uv.x)));
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float d2 = sdSphere(pos, size);
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float dd2 = sdOctahedron(pos, 1.8);
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float ddd2 = mix(d2, dd2, abs(sin(iTime)));
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return max(max(d1, -ddd2), -d0);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 p = (fragCoord.xy * 2.0 - iResolution.xy) / min(iResolution.x, iResolution.y);
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// camera
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vec3 cameraOrigin = vec3(0.0, 0.0, -10.0 + iTime * 4.0);
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vec3 cameraTarget = vec3(cos(iTime) + sin(iTime / 2.0) * 10.0, exp(sin(iTime)) * 2.0, 3.0 + iTime * 4.0);
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vec3 upDirection = vec3(0.0, 1.0, 0.0);
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vec3 cameraDir = normalize(cameraTarget - cameraOrigin);
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vec3 cameraRight = normalize(cross(upDirection, cameraOrigin));
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vec3 cameraUp = cross(cameraDir, cameraRight);
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vec3 rayDirection = normalize(cameraRight * p.x + cameraUp * p.y + cameraDir);
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float depth = 0.0;
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float ac = 0.0;
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vec3 rayPos = vec3(0.0);
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float d = 0.0;
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for(int i = 0; i < 80; i++)
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{
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rayPos = cameraOrigin + rayDirection * depth;
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d = getDistance(rayPos, p);
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if(abs(d) < 0.0001)
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{
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break;
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}
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ac += exp(-d * mix(5.0, 10.0, abs(sin(iTime))));
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depth += d;
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}
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vec3 col = vec3(0.0, 0.3, 0.7);
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ac *= 1.2 * (iResolution.x/iResolution.y - abs(p.x)) ;
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vec3 finalCol = col * ac * 0.06;
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fragColor = vec4(finalCol, 1.0);
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fragColor.w = 1.0 - depth * 0.1;
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}
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