webglToy/src/assets/shader/aurora_frag.glsl
rucky e077d3fa4a project init
1.首页微调
2.新增游戏-鉴色
2021-10-12 18:03:44 +08:00

146 lines
4.0 KiB
GLSL

uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iTime; // shader playback time (in seconds)
uniform vec4 iMouse;
#define time iTime
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,s,-s,c);}
mat2 m2 = mat2(0.95534, 0.29552, -0.29552, 0.95534);
float tri(in float x){return clamp(abs(fract(x)-.5),0.01,0.49);}
vec2 tri2(in vec2 p){return vec2(tri(p.x)+tri(p.y),tri(p.y+tri(p.x)));}
float triNoise2d(in vec2 p, float spd)
{
float z=1.8;
float z2=2.5;
float rz = 0.;
p *= mm2(p.x*0.06);
vec2 bp = p;
for (float i=0.; i<5.; i++ )
{
vec2 dg = tri2(bp*1.85)*.75;
dg *= mm2(time*spd);
p -= dg/z2;
bp *= 1.3;
z2 *= .45;
z *= .42;
p *= 1.21 + (rz-1.0)*.02;
rz += tri(p.x+tri(p.y))*z;
p*= -m2;
}
return clamp(1./pow(rz*29., 1.3),0.,.55);
}
float hash21(in vec2 n){ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); }
vec4 aurora(vec3 ro, vec3 rd)
{
vec4 col = vec4(0);
vec4 avgCol = vec4(0);
for(float i=0.;i<50.;i++)
{
float of = 0.006*hash21(gl_FragCoord.xy)*smoothstep(0.,15., i);
float pt = ((.8+pow(i,1.4)*.002)-ro.y)/(rd.y*2.+0.4);
pt -= of;
vec3 bpos = ro + pt*rd;
vec2 p = bpos.zx;
float rzt = triNoise2d(p, 0.06);
vec4 col2 = vec4(0,0,0, rzt);
col2.rgb = (sin(1.-vec3(2.15,-.5, 1.2)+i*0.043)*0.5+0.5)*rzt;
avgCol = mix(avgCol, col2, .5);
col += avgCol*exp2(-i*0.065 - 2.5)*smoothstep(0.,5., i);
}
col *= (clamp(rd.y*15.+.4,0.,1.));
//return clamp(pow(col,vec4(1.3))*1.5,0.,1.);
//return clamp(pow(col,vec4(1.7))*2.,0.,1.);
//return clamp(pow(col,vec4(1.5))*2.5,0.,1.);
//return clamp(pow(col,vec4(1.8))*1.5,0.,1.);
//return smoothstep(0.,1.1,pow(col,vec4(1.))*1.5);
return col*1.8;
//return pow(col,vec4(1.))*2.
}
//-------------------Background and Stars--------------------
vec3 nmzHash33(vec3 q)
{
uvec3 p = uvec3(ivec3(q));
p = p*uvec3(374761393U, 1103515245U, 668265263U) + p.zxy + p.yzx;
p = p.yzx*(p.zxy^(p >> 3U));
return vec3(p^(p >> 16U))*(1.0/vec3(0xffffffffU));
}
vec3 stars(in vec3 p)
{
vec3 c = vec3(0.);
float res = iResolution.x*1.;
for (float i=0.;i<4.;i++)
{
vec3 q = fract(p*(.15*res))-0.5;
vec3 id = floor(p*(.15*res));
vec2 rn = nmzHash33(id).xy;
float c2 = 1.-smoothstep(0.,.6,length(q));
c2 *= step(rn.x,.0005+i*i*0.001);
c += c2*(mix(vec3(1.0,0.49,0.1),vec3(0.75,0.9,1.),rn.y)*0.1+0.9);
p *= 1.3;
}
return c*c*.8;
}
vec3 bg(in vec3 rd)
{
float sd = dot(normalize(vec3(-0.5, -0.6, 0.9)), rd)*0.5+0.5;
sd = pow(sd, 5.);
vec3 col = mix(vec3(0.05,0.1,0.2), vec3(0.1,0.05,0.2), sd);
return col*.63;
}
//-----------------------------------------------------------
void main()
{
vec2 q = gl_FragCoord.xy / iResolution.xy;
vec2 p = q - 0.5;
p.x*=iResolution.x/iResolution.y;
vec3 ro = vec3(0,0,-6.7);
vec3 rd = normalize(vec3(p,1.3));
vec2 mo = iMouse.xy / iResolution.xy-.5;
mo = (mo==vec2(-.5))?mo=vec2(-0.1,0.1):mo;
mo.x *= iResolution.x/iResolution.y;
rd.yz *= mm2(mo.y);
rd.xz *= mm2(mo.x + sin(time*0.05)*0.2);
vec3 col = vec3(0.);
vec3 brd = rd;
float fade = smoothstep(0.,0.01,abs(brd.y))*0.1+0.9;
col = bg(rd)*fade;
if (rd.y > 0.){
vec4 aur = smoothstep(0.,1.5,aurora(ro,rd))*fade;
col += stars(rd);
col = col*(1.-aur.a) + aur.rgb;
}
else //Reflections
{
rd.y = abs(rd.y);
col = bg(rd)*fade*0.6;
vec4 aur = smoothstep(0.0,2.5,aurora(ro,rd));
col += stars(rd)*0.1;
col = col*(1.-aur.a) + aur.rgb;
vec3 pos = ro + ((0.5-ro.y)/rd.y)*rd;
float nz2 = triNoise2d(pos.xz*vec2(.5,.7), 0.);
col += mix(vec3(0.2,0.25,0.5)*0.08,vec3(0.3,0.3,0.5)*0.7, nz2*0.4);
}
gl_FragColor = vec4(col, 1.);
}