Pixel-Composer/shaders/sh_rm_cloud/sh_rm_cloud.fsh

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2024-07-31 12:24:42 +02:00
//Inigo Quilez
//Oh where would I be without you.
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
const int MAX_MARCHING_STEPS = 512;
const float EPSILON = 1e-6;
const float PI = 3.14159265358979323846;
uniform vec3 position;
uniform vec3 rotation;
uniform float objectScale;
uniform float fov;
uniform vec2 viewRange;
uniform float density;
uniform int iteration;
uniform float threshold;
uniform int adaptiveIteration;
uniform float detailScale;
uniform float detailAtten;
mat3 rotMatrix, irotMatrix;
vec3 eye, dir;
#region ////========== Transform ============
mat3 rotateX(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(1, 0, 0),
vec3(0, c, -s),
vec3(0, s, c)
);
}
mat3 rotateY(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3( c, 0, s),
vec3( 0, 1, 0),
vec3(-s, 0, c)
);
}
mat3 rotateZ(float dg) {
float c = cos(radians(dg));
float s = sin(radians(dg));
return mat3(
vec3(c, -s, 0),
vec3(s, c, 0),
vec3(0, 0, 1)
);
}
mat3 inverse(mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
#endregion
#region ////============= Noise ==============
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 vec) {
vec3 v = vec * 4.;
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) );
n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z));
return n;
}
float simplex(in vec3 pos, in int itr) {
vec3 xyz = vec3(pos);
xyz.z = abs(xyz.z);
float amp = 1.;
float n = 0.;
float acc = 0.;
for(int i = 0; i < itr; i++) {
n += snoise(xyz) * amp;
acc += amp;
amp *= detailAtten;
xyz *= detailScale;
}
return n / acc;
}
#endregion
float volume(vec3 pos, float ratio) {
int it = adaptiveIteration == 1? int(max(1., ratio * float(iteration))) : iteration;
float ss = simplex(pos * 0.5, it / 2);
float sp = simplex(pos, it);
float thr = threshold;
float d1 = clamp(max(0., ss - thr) / (1. - thr), 0., 1.);
d1 = smoothstep(.2, .8, d1);
d1 *= clamp(1. - distance(pos, eye) / 16., 0., 1.);
float ds = clamp(max(0., sp - thr) / (1. - thr), 0., 1.);
ds *= d1;
return ds;
}
float marchDensity(vec3 camera, vec3 direction) {
float maxx = float(MAX_MARCHING_STEPS);
float st = 1. / maxx;
float _densi = 0.;
float dens = pow(2., 10. * density - 10.);
for (float i = 0.; i <= maxx; i++) {
float depth = mix(viewRange.x, viewRange.y, i * st);
vec3 pos = camera + depth * direction;
float mden = volume(pos, 1. - i * st);
_densi += dens * mden;
}
return _densi;
}
void main() {
mat3 rx = rotateX(rotation.x);
mat3 ry = rotateY(rotation.y);
mat3 rz = rotateZ(rotation.z);
rotMatrix = rx * ry * rz;
irotMatrix = inverse(rotMatrix);
float z = 1. / tan(radians(fov) / 2.);
dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
eye = vec3(0., 0., 5.);
// vec2 cps = (v_vTexcoord - .5) * 2.;
// dir = vec3(0., 0., -1.);
// eye = vec3(cps, 5.);
dir = normalize(irotMatrix * dir) / objectScale;
eye = irotMatrix * eye;
eye /= objectScale;
eye -= position;
float dens = marchDensity(eye, dir);
gl_FragColor = vec4(vec3(dens), 1.);
}