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shadertoy_liberation.py
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from wgpu_shadertoy import Shadertoy
# shadertoy source: https://www.shadertoy.com/view/tlGfzd by Kali CC-BY-NC-SA-3.0
# ported to wgsl
shader_code = """
var<private> objcol: vec3<f32>;
fn hash12(p: vec2<f32>) -> f32 {
var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
p3 += vec3<f32>( dot(p3, p3.yzx + vec3<f32>(33.33)) );
return fract((p3.x + p3.y) * p3.z);
}
fn rot(a: f32) -> mat2x2<f32> {
let s=sin(a);
let c=cos(a);
return mat2x2<f32>(c, s, -s, c);
}
fn mod1( x : f32, y : f32 ) -> f32 {
return x - y * floor( x / y );
}
fn de(pos_: vec3<f32>) -> f32 {
var t = mod1(i_time, 17.0);
var a = smoothstep(13.0, 15.0, t) * 8.0 - smoothstep(4.0, 0.0, t) * 4.0;
var f = sin(i_time * 5.0 + sin(i_time * 20.0) * 0.2);
var pos = pos_;
let pxz = pos.xz * rot(i_time + 0.5);
pos.x = pxz.x;
pos.z = pxz.y;
let pyz = pos.yz * rot(i_time);
pos.y = pyz.x;
pos.z = pyz.y;
var p = pos;
var s = 1.0;
for (var i = 0; i < 4; i+=1) {
p = abs(p) * 1.3 - 0.5 - f * 0.1 - a;
let pxy = p.xy * rot(radians(45.0));
p.x = pxy.x;
p.y = pxy.y;
let pxz = p.xz * rot(radians(45.0));
p.x = pxz.x;
p.z = pxz.y;
s *= 1.3;
}
var fra = length(p) / s - 0.5;
let pxy = pos.xy * rot(i_time);
pos.x = pxy.x;
pos.y = pxy.y;
p = abs(pos) - 2.0 - a;
var d = length(p) - 0.7;
d = min(d, max(length(p.xz) - 0.1, p.y));
d = min(d, max(length(p.yz) - 0.1, p.x));
d = min(d, max(length(p.xy) - 0.1, p.z));
p = abs(pos);
p.x -= 4.0 + a + f * 0.5;
d = min(d, length(p) - 0.7);
d = min(d, length(p.yz - abs(sin(p.x * 0.5 - i_time * 10.0) * 0.3)));
p = abs(pos);
p.y -= 4.0 + a + f * 0.5;
d = min(d, length(p) - 0.7);
d = min(d, max(length(p.xz) - 0.1, p.y));
d = min(d, fra);
objcol = abs(p);
if (d == fra) {
objcol = vec3<f32>(2.0, 0.0, 0.0);
}
return d;
}
fn normal(p: vec3<f32>) -> vec3<f32> {
var d = vec2<f32>(0.0, 0.01);
return normalize( vec3<f32>( de(p + d.yxx), de(p + d.xyx), de(p + d.xxy) ) - de(p) );
}
fn march(fro: vec3<f32>, dir_: vec3<f32>, frag_coord: vec2<f32>) -> vec3<f32> {
var d = 0.0;
var td = 0.0;
var maxdist = 30.0;
var p = fro;
var col = vec3<f32>(0.0);
var dir = dir_;
for (var i = 0; i < 100; i+=1) {
var d2 = de(p) * (1.0 - hash12(frag_coord.xy + i_time) * 0.2);
if (d2 < 0.0) {
var n = normal(p);
dir = reflect(dir, n);
d2 = 0.1;
}
d = max(0.01, abs(d2));
p += d * dir;
td += d;
if (td > maxdist) {
break;
}
col += 0.01 * objcol;
}
return pow(col, vec3<f32>(2.0));
}
fn shader_main(frag_coord: vec2<f32>) -> vec4<f32> {
var uv = frag_coord / i_resolution.xy - 0.5;
uv.x *= i_resolution.x / i_resolution.y;
var fro = vec3<f32>(0.0, 0.0, -10.0);
var dir = normalize(vec3<f32>(uv, 1.0));
var col = march(fro, dir, frag_coord);
return vec4<f32>(col, 1.0);
}
"""
shader = Shadertoy(shader_code, resolution=(800, 450))
if __name__ == "__main__":
shader.show()