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Copy pathshadertoy_glsl_inercia.py
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shadertoy_glsl_inercia.py
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from wgpu_shadertoy import Shadertoy
# shadertoy source: https://www.shadertoy.com/view/cs2GWD by 0b5vr CC-BY-NC-SA-3.0
shader_code = """
#define lofi(i,j) (floor((i)/(j))*(j))
#define lofir(i,j) (round((i)/(j))*(j))
const float PI=3.1415926;
const float TAU=PI*2.;
mat2 r2d(float t){
float c=cos(t),s=sin(t);
return mat2(c,s,-s,c);
}
mat3 orthbas(vec3 z){
z=normalize(z);
vec3 up=abs(z.y)>.999?vec3(0,0,1):vec3(0,1,0);
vec3 x=normalize(cross(up,z));
return mat3(x,cross(z,x),z);
}
uvec3 pcg3d(uvec3 s){
s=s*1145141919u+1919810u;
s+=s.yzx*s.zxy;
s^=s>>16;
s+=s.yzx*s.zxy;
return s;
}
vec3 pcg3df(vec3 s){
uvec3 r=pcg3d(floatBitsToUint(s));
return vec3(r)/float(0xffffffffu);
}
struct Grid{
vec3 s;
vec3 c;
vec3 h;
int i;
float d;
};
Grid dogrid(vec3 ro,vec3 rd){
Grid r;
r.s=vec3(2,2,100);
for(int i=0;i<3;i++){
r.c=(floor(ro/r.s)+.5)*r.s;
r.h=pcg3df(r.c);
r.i=i;
if(r.h.x<.4){
break;
}else if(i==0){
r.s=vec3(2,1,100);
}else if(i==1){
r.s=vec3(1,1,100);
}
}
vec3 src=-(ro-r.c)/rd;
vec3 dst=abs(.501*r.s/rd);
vec3 bv=src+dst;
float b=min(min(bv.x,bv.y),bv.z);
r.d=b;
return r;
}
float sdbox(vec3 p,vec3 s){
vec3 d=abs(p)-s;
return length(max(d,0.))+min(0.,max(max(d.x,d.y),d.z));
}
float sdbox(vec2 p,vec2 s){
vec2 d=abs(p)-s;
return length(max(d,0.))+min(0.,max(d.x,d.y));
}
vec4 map(vec3 p,Grid grid){
p-=grid.c;
p.z+=.4*sin(2.*iTime+1.*fract(grid.h.z*28.)+.3*(grid.c.x+grid.c.y));
vec3 psize=grid.s/2.;
psize.z=1.;
psize-=.02;
float d=sdbox(p+vec3(0,0,1),psize)-.02;
float pcol=1.;
vec3 pt=p;
if(grid.i==0){//2x2
if(grid.h.y<.3){//speaker
vec3 c=vec3(0);
pt.xy*=r2d(PI/4.);
c.xy=lofir(pt.xy,.1);
pt=pt-c;
pt.xy*=r2d(-PI/4.);
float r=.02*smoothstep(.9,.7,abs(p.x))*smoothstep(.9,.7,abs(p.y));
float hole=length(pt.xy)-r;
d=max(d,-hole);
}else if(grid.h.y<.5){//eq
vec3 c=vec3(0);
c.x=clamp(lofir(pt.x,.2),-.6,.6);
pt-=c;
float hole=sdbox(pt.xy,vec2(0.,.7))-.03;
d=max(d,-hole);
pt.y-=.5-smoothstep(-.5,.5,sin(iTime+c.x+grid.h.z*100.));
float d2=sdbox(pt,vec3(.02,.07,.07))-.03;
if(d2<d){
float l=step(abs(pt.y),.02);
return vec4(d2,2.*l,l,0);
}
pt=p;
c.y=clamp(lofir(pt.y,.2),-.6,.6);
pt-=c;
pcol*=smoothstep(.0,.01,sdbox(pt.xy,vec2(.07,.0))-.005);
pt=p;
c.y=clamp(lofir(pt.y,.6),-.6,.6);
pt-=c;
pcol*=smoothstep(.0,.01,sdbox(pt.xy,vec2(.1,.0))-.01);
pcol=mix(1.,pcol,smoothstep(.0,.01,sdbox(pt.xy,vec2(.03,1.))-.01));
}else if(grid.h.y<.6){//kaosspad
float hole=sdbox(p.xy,vec2(.9,.9)+.02);
d=max(d,-hole);
float d2=sdbox(p,vec3(.9,.9,.05));
if(d2<d){
float l=step(abs(p.x),.7)*step(abs(p.y),.7);
return vec4(d2,4.*l,0,0);
}
}else if(grid.h.y<1.){//bigass knob
float ani=smoothstep(-.5,.5,sin(iTime+grid.h.z*100.));
pt.xy*=r2d(PI/6.*5.*mix(-1.,1.,ani));
float metal=step(length(pt.xy),.45);
float wave=metal*sin(length(pt.xy)*500.)/1000.;
float d2=length(pt.xy)-.63+.05*pt.z-.02*cos(8.*atan(pt.y,pt.x));
d2=max(d2,abs(pt.z)-.4-wave);
float d2b=length(pt.xy)-.67+.05*pt.z;
d2b=max(d2b,abs(pt.z)-.04);
d2=min(d2,d2b);
if(d2<d){
float l=smoothstep(.01,.0,length(pt.xy-vec2(0,.53))-.03);
return vec4(d2,3.*metal,l,0);
}
pt=p;
float a=clamp(lofir(atan(-pt.x,pt.y),PI/12.),-PI/6.*5.,PI/6.*5.);
pt.xy*=r2d(a);
pcol*=smoothstep(.0,.01,length(pt.xy-vec2(0,.74))-.015);
pt=p;
a=clamp(lofir(atan(-pt.x,pt.y),PI/6.*5.),-PI/6.*5.,PI/6.*5.);
pt.xy*=r2d(a);
pcol*=smoothstep(.0,.01,length(pt.xy-vec2(0,.74))-.03);
float d3=length(p-vec3(.7,-.7,0))-.05;
if(d3<d){
float led=1.-ani;
led*=.5+.5*sin(iTime*exp2(3.+3.*grid.h.z));
return vec4(d3,2,led,0);
}
}
}else if(grid.i==1){//2x1
if(grid.h.y<.4){//fader
float hole=sdbox(p.xy,vec2(.9,.05));
d=max(d,-hole);
float ani=smoothstep(-.2,.2,sin(iTime+grid.h.z*100.));
pt.x-=mix(-.8,.8,ani);
float d2=sdbox(pt,vec3(.07,.25,.4))+.05*p.z;
d2=max(d2,-p.z);
if(d2<d){
float l=smoothstep(.01,.0,abs(p.y)-.02);
return vec4(d2,0,l,0);
}
pt=p;
vec3 c=vec3(0);
c.x=clamp(lofir(pt.x,.2),-.8,.8);
pt-=c;
pcol*=smoothstep(.0,.01,sdbox(pt.xy,vec2(.0,.15))-.005);
pt=p;
c=vec3(0);
c.x=clamp(lofir(pt.x,.8),-.8,.8);
pt-=c;
pcol*=smoothstep(.0,.01,sdbox(pt.xy,vec2(.0,.18))-.01);
pcol=mix(1.,pcol,smoothstep(.0,.01,sdbox(p.xy,vec2(1.,.08))));
}else if(grid.h.y<.5){//button
vec3 c=vec3(0);
c.x=clamp(lofi(pt.x,.44)+.44/2.,-.44*1.5,.44*1.5);
pt-=c;
float hole=sdbox(pt.xy,vec2(.19,.33))-.01;
d=max(d,-hole);
float ani=smoothstep(.8,.9,sin(10.*iTime-c.x*2.2+grid.h.z*100.));
vec4 fuck=vec4(d,0,0,0);
float d3=length(pt-vec3(0,.22,.04))-.05;
if(d3<fuck.x){
float led=ani;
fuck=vec4(d3,2,led,0);
}
float d2=sdbox(pt,vec3(.17,.3,.05))-.01;
d2=min(d2,sdbox(pt-vec3(0,-.1,0),vec3(.17,.2,.08))-.01)+.5*pt.z;
if(d2<fuck.x){
fuck=vec4(d2,5,fract(grid.h.z*8.89),0);
}
if(fuck.x<d){
return fuck;
}
}else if(grid.h.y<1.){//meter
float hole=sdbox(p.xy,vec2(.9,.3)+.02);
d=max(d,-hole);
float d2=sdbox(p,vec3(.9,.3,.1));
if(d2<d){
float l=step(abs(p.x),.8)*step(abs(p.y),.2);
return vec4(d2,l,0,0);
}
}
}else{//1x1
if(grid.h.y<.5){//knob
float hole=length(p.xy)-.25;
d=max(d,-hole);
float ani=smoothstep(-.5,.5,sin(2.*iTime+grid.h.z*100.));
pt.xy*=r2d(PI/6.*5.*mix(-1.,1.,ani));
float d2=length(pt.xy)-.23+.05*pt.z;
d2=max(d2,abs(pt.z)-.4);
if(d2<d){
float l=smoothstep(.01,.0,abs(pt.x)-.015);
l*=smoothstep(.01,.0,-pt.y+.05);
return vec4(d2,0,l,0);
}
pt=p;
float a=clamp(lofir(atan(-pt.x,pt.y),PI/6.),-PI/6.*5.,PI/6.*5.);
pt.xy*=r2d(a);
pcol*=smoothstep(.0,.01,sdbox(pt.xy-vec2(0,.34),vec2(.0,.02))-.005);
pt=p;
a=clamp(lofir(atan(-pt.x,pt.y),PI/6.*5.),-PI/6.*5.,PI/6.*5.);
pt.xy*=r2d(a);
pcol*=smoothstep(.0,.01,sdbox(pt.xy-vec2(0,.34),vec2(.0,.03))-.01);
}else if(grid.h.y<.8){//jack
float hole=length(p.xy)-.1;
d=max(d,-hole);
float d2=length(p.xy)-.15;
d2=max(d2,abs(p.z)-.12);
pt.xy*=r2d(100.*grid.h.z);
float d3=abs(pt.y)-.2;
pt.xy*=r2d(PI/3.*2.);
d3=max(d3,abs(pt.y)-.2);
pt.xy*=r2d(PI/3.*2.);
d3=max(d3,abs(pt.y)-.2);
d3=max(d3,abs(p.z)-.03);
d2=min(d2,d3);
d2=max(d2,-hole);
if(d2<d){
return vec4(d2,3,0,0);
}
}else if(grid.h.y<.99){//button
pt.y+=.08;
float hole=sdbox(pt.xy,vec2(.22))-.05;
d=max(d,-hole);
float ani=sin(2.*iTime+grid.h.z*100.);
float push=smoothstep(.3,.0,abs(ani));
ani=smoothstep(-.1,.1,ani);
pt.z+=.06*push;
float d2=sdbox(pt,vec3(.2,.2,.05))-.05;
if(d2<d){
return vec4(d2,0,0,0);
}
float d3=length(p-vec3(0,.3,0))-.05;
if(d3<d){
float led=ani;
return vec4(d3,2,led,0);
}
}else if(grid.h.y<1.){//0b5vr
pt=abs(pt);
pt.xy=pt.x<pt.y?pt.yx:pt.xy;
pcol*=smoothstep(.0,.01,sdbox(pt.xy,vec2(.05)));
pcol*=smoothstep(.0,.01,sdbox(pt.xy-vec2(.2,0),vec2(.05,.15)));
pcol=1.-pcol;
}
}
return vec4(d,0,pcol,0);
}
vec3 nmap(vec3 p,Grid grid,float dd){
vec2 d=vec2(0,dd);
return normalize(vec3(
map(p+d.yxx,grid).x-map(p-d.yxx,grid).x,
map(p+d.xyx,grid).x-map(p-d.xyx,grid).x,
map(p+d.xxy,grid).x-map(p-d.xxy,grid).x
));
}
struct March{
vec4 isect;
vec3 rp;
float rl;
Grid grid;
};
March domarch(vec3 ro,vec3 rd,int iter){
float rl=1E-2;
vec3 rp=ro+rd*rl;
vec4 isect;
Grid grid;
float gridlen=rl;
for(int i=0;i<iter;i++){
if(gridlen<=rl){
grid=dogrid(rp,rd);
gridlen+=grid.d;
}
isect=map(rp,grid);
rl=min(rl+isect.x*.8,gridlen);
rp=ro+rd*rl;
if(abs(isect.x)<1E-4){break;}
if(rl>50.){break;}
}
March r;
r.isect=isect;
r.rp=rp;
r.rl=rl;
r.grid=grid;
return r;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = vec2(fragCoord.x / iResolution.x, fragCoord.y / iResolution.y);
vec2 p=uv*2.-1.;
p.x*=iResolution.x/iResolution.y;
vec3 col=vec3(0);
float canim=smoothstep(-.2,.2,sin(iTime));
vec3 co=mix(vec3(-6,-8,-40),vec3(0,-2,-40),canim);
vec3 ct=vec3(0,0,-50);
float cr=mix(.5,.0,canim);
co.xy+=iTime;
ct.xy+=iTime;
mat3 cb=orthbas(co-ct);
vec3 ro=co+cb*vec3(4.*p*r2d(cr),0);
vec3 rd=cb*normalize(vec3(0,0,-2));
March march=domarch(ro,rd,100);
if(march.isect.x<1E-2){
vec3 basecol=vec3(.5);
vec3 speccol=vec3(.2);
float specpow=30.;
float ndelta=1E-4;
float mtl=march.isect.y;
float mtlp=march.isect.z;
if(mtl==0.){
mtlp=mix(mtlp,1.-mtlp,step(fract(march.grid.h.z*66.),.1));
vec3 c=.9+.0*sin(.1*(march.grid.c.x+march.grid.c.y)+march.grid.h.z+vec3(0,2,3));
basecol=mix(vec3(.04),c,mtlp);
}else if(mtl==1.){
basecol=vec3(0);
speccol=vec3(.5);
specpow=60.;
vec2 size=vec2(.05,.2);
vec2 pp=(march.rp-march.grid.c).xy;
vec2 c=lofi(pp.xy,size)+size/2.;
vec2 cc=pp-c;
vec3 led=vec3(1);
led*=exp(-60.*sdbox(cc,vec2(0.,.08)));
led*=c.x>.5?vec3(5,1,2):vec3(1,5,2);
// float lv=texture(iChannel0,vec2(march.grid.h.z,0)).x*1.;
col+=led*step(c.x,-.8);
basecol=.04*led;
}else if(mtl==2.){//led
basecol=vec3(0);
speccol=vec3(1.);
specpow=100.;
col+=mtlp*vec3(2,.5,.5);
}else if(mtl==3.){//metal
basecol=vec3(.2);
speccol=vec3(1.8);
specpow=100.;
ndelta=3E-2;
}else if(mtl==4.){//kaoss
basecol=vec3(0);
speccol=vec3(.5);
specpow=60.;
vec2 size=vec2(.1);
vec2 pp=(march.rp-march.grid.c).xy;
vec2 c=lofi(pp.xy,size)+size/2.;
vec2 cc=pp-c;
vec3 led=vec3(1);
led*=exp(-60.*sdbox(cc,vec2(0.,.0)));
led*=vec3(2,1,2);
float plasma=sin(length(c)*10.-10.*iTime+march.grid.h.z*.7);
plasma+=sin(c.y*10.-7.*iTime);
led*=.5+.5*sin(plasma);
col+=2.*led;
basecol=.04*led;
}else if(mtl==5.){//808
basecol=vec3(.9,mtlp,.02);
}
vec3 n=nmap(march.rp,march.grid,ndelta);
vec3 v=-rd;
{
vec3 l=normalize(vec3(1,3,5));
vec3 h=normalize(l+v);
float dotnl=max(0.,dot(n,l));
float dotnh=max(0.,dot(n,h));
float shadow=step(1E-1,domarch(march.rp,l,30).isect.x);
vec3 diff=basecol/PI;
vec3 spec=speccol*pow(dotnh,specpow);
col+=vec3(.5,.6,.7)*shadow*dotnl*(diff+spec);
}
{
vec3 l=normalize(vec3(-1,-1,5));
vec3 h=normalize(l+v);
float dotnl=max(0.,dot(n,l));
float dotnh=max(0.,dot(n,h));
float shadow=step(1E-1,domarch(march.rp,l,30).isect.x);
vec3 diff=basecol/PI;
vec3 spec=speccol*pow(dotnh,specpow);
col+=shadow*dotnl*(diff+spec);
}
}
col=pow(col,vec3(.4545));
col=smoothstep(vec3(0,-.1,-.2),vec3(1,1.1,1.2),col);
fragColor = vec4(col,0);
}
"""
shader = Shadertoy(shader_code)
if __name__ == "__main__":
shader.show()