-
Notifications
You must be signed in to change notification settings - Fork 4
/
cloud.wgsl
executable file
·200 lines (155 loc) · 6.67 KB
/
cloud.wgsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
// Protean clouds by nimitz (twitter: @stormoid)
// https://www.shadertoy.com/view/3l23Rh
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
// Contact the author for other licensing options
/*
Technical details:
The main volume noise is generated from a deformed periodic grid, which can produce
a large range of noise-like patterns at very cheap evalutation cost. Allowing for multiple
fetches of volume gradient computation for improved lighting.
To further accelerate marching, since the volume is smooth, more than half the the density
information isn't used to rendering or shading but only as an underlying volume distance to
determine dynamic step size, by carefully selecting an equation (polynomial for speed) to
step as a function of overall density (not necessarialy rendered) the visual results can be
the same as a naive implementation with ~40% increase in rendering performance.
Since the dynamic marching step size is even less uniform due to steps not being rendered at all
the fog is evaluated as the difference of the fog integral at each rendered step.
*/
struct StagingBuffer {
iMouse: vec2<f32>,
iTime: f32
};
@group(0) @binding(1) var img_output: texture_storage_2d<rgba32float, write>;
@group(0) @binding(2) var<uniform> staging: StagingBuffer;
fn rot(a: f32) -> mat2x2<f32> {
let c:f32 = cos(a);
let s:f32 = sin(a);
return mat2x2<f32>(vec2<f32>(c,s),vec2<f32>(-s, c));
//return mat2x2<f32>(vec2<f32>(c,-s),vec2<f32>(s, c));
}
const m3 = mat3x3<f32>(
vec3<f32>(0.33338, 0.56034, -0.71817),
vec3<f32>(-0.87887, 0.32651, -0.15323),
vec3<f32>(0.15162, 0.69596, 0.61339));
//*1.93;
fn mag2(p: vec2<f32>) -> f32{
return dot(p, p);
}
fn linstep(mn: f32, mx: f32, x: f32) -> f32 {
return clamp((x - mn)/(mx - mn), 0., 1.);
}
var<private> prm1: f32 = 0.;
var<private> bsMo: vec2f;
fn disp(t: f32) -> vec2<f32> {
return vec2<f32>(sin(t*0.22)*1., cos(t*0.175)*1.)*2.;
}
fn map(ppar: vec3<f32>) -> vec2<f32> {
var p = ppar;
var p2: vec2<f32> = p.xy;
p2 = p2 - disp(p.z);
let ptemp = p.xy * rot(sin(p.z+staging.iTime)*(0.1 + prm1*0.05) + (staging.iTime*0.09));
p = vec3<f32>(ptemp.x, ptemp.y, p.z);
let cl = mag2(p2.xy);
var d = 0.;
p = p * .61;
var z = 1.;
var trk = 1.;
let dspAmp = 0.1 + prm1*0.2;
for(var i: i32 = 0; i<5; i = i + 1) {
p = p + sin(p.zxy*0.75*trk + staging.iTime*trk*.8)*dspAmp;
d = d - abs(dot(cos(p), sin(p.yzx))*z);
z = z * 0.57;
trk = trk * 1.4;
p = p * m3 * 1.93; // SMA: multiplied by 1.93 here, because I can't do this in a constant
}
d = abs(d + prm1*3.) + prm1*.3 - 2.5 + bsMo.y;
return vec2<f32>(d + cl*.2 + 0.25, cl);
}
fn render(ro: vec3<f32>, rd: vec3<f32>, time: f32 ) -> vec4<f32> {
var rez = vec4<f32>(0.);
let ldst = 8.;
let lpos = vec3<f32>(disp(time + ldst)*0.5, time + ldst);
var t = 1.5;
var fogT = 0.;
for(var i: i32 = 0; i<130; i = i + 1) {
if (rez.a > 0.99) {break;}
let pos = ro + t*rd;
let mpv: vec2<f32> = map(pos);
let den = clamp(mpv.x - 0.3, 0., 1.) * 1.12;
let dn = clamp((mpv.x + 2.), 0., 3.);
var col = vec4<f32>(0.);
if (mpv.x > 0.6)
{
col = vec4<f32>(sin(vec3<f32>(5.,0.4,0.2) + mpv.y*0.1 +sin(pos.z*0.4)*0.5 + 1.8)*0.5 + 0.5,0.08);
col = col*den*den*den;
col = vec4<f32>(col.rgb * linstep(4.,-2.5, mpv.x)*2.3, col.a);
var dif = clamp((den - map(pos+.8).x)/9., 0.001, 1.);
dif = dif + clamp((den - map(pos+.35).x)/2.5, 0.001, 1.);
col = vec4<f32>(col.xyz * den*(vec3<f32>(0.005,.045,.075) + 1.5*vec3<f32>(0.033,0.07,0.03)*dif), col.a);
}
let fogC = exp(t*0.2 - 2.2);
col = col + vec4<f32>(0.06, 0.11, 0.11, 0.1) * clamp(fogC-fogT, 0., 1.);
fogT = fogC;
rez = rez + col*(1. - rez.a);
t = t + clamp(0.5 - dn*dn*.05, 0.09, 0.3);
}
return clamp(rez, vec4<f32>(0.), vec4<f32>(1.));
}
fn getsat(c: vec3<f32>) -> f32{
let mi = min(min(c.x, c.y), c.z);
let ma = max(max(c.x, c.y), c.z);
return (ma - mi) / (ma + 1.e-7);
}
//from my "Will it blend" shader (https://www.shadertoy.com/view/lsdGzN)
fn iLerp(a: vec3<f32>, b: vec3<f32>, x: f32) -> vec3<f32> {
var ic = mix(a, b, x) + vec3<f32>(1.e-6, 0., 0.);
let sd = abs(getsat(ic) - mix(getsat(a), getsat(b), x));
let dir = normalize(vec3<f32>(2.*ic.x - ic.y - ic.z, 2.*ic.y - ic.x - ic.z, 2.*ic.z - ic.y - ic.x));
let lgt = dot(vec3<f32>(1.0), ic);
let ff = dot(dir, normalize(ic));
ic = ic + 1.5*dir*sd*ff*lgt;
return clamp(ic, vec3<f32>(0.), vec3<f32>(1.));
}
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
var iResolution = vec2<f32>(textureDimensions(img_output));
var gl_FragCoord = vec2<f32>(global_id.xy) + 0.5;
var fragCoord = gl_FragCoord;
let q = fragCoord.xy / iResolution.xy;
let p = (gl_FragCoord.xy - 0.5 * iResolution.xy) / iResolution.y;
bsMo = (staging.iMouse.xy - 0.5*iResolution.xy)/iResolution.y;
let time = staging.iTime*3.;
var ro = vec3<f32>(0., 0., time);
ro = ro + vec3<f32>(sin(staging.iTime)*0.5, sin(staging.iTime*1.)*0., 0.);
let dspAmp = .85;
let rotemp = ro.xy + disp(ro.z)*dspAmp;
ro = vec3<f32>(rotemp.x, rotemp.y, ro.z);
let tgtDst = 3.5;
let target2 = normalize(ro - vec3<f32>(disp(time + tgtDst)*dspAmp, time + tgtDst));
ro.x = ro.x - bsMo.x*2.;
var rightdir = normalize(cross(target2, vec3<f32>(0. ,1. , 0.)));
let updir = normalize(cross(rightdir, target2));
rightdir = normalize(cross(updir, target2));
var rd = normalize((p.x*rightdir + p.y*updir)*1. - target2);
let rdtemp : vec2<f32> = rd.xy * rot(-disp(time + 3.5).x*0.2 + bsMo.x); // rd.xy left or right changes something
rd = vec3<f32>(rdtemp, rd.z);
prm1 = smoothstep(-0.4, 0.4, sin(staging.iTime*0.3));
let scn = render(ro, rd, time);
//let scn = vec4<f32>(rd, 0.);
var col = scn.rgb;
col = iLerp(col.bgr, col.rgb, clamp(1. - prm1, 0.05, 1.));
col = pow(col, vec3<f32>(.55, 0.65, 0.6)) * vec3<f32>(1., .97, .9);
col = col * (pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.12) * 0.7 + 0.3); // Vign
/*
let uv = vec2<f32>(fragCoord / iResolution);
col = vec3<f32>( uv, 0.0 );
col = smoothstep(col, vec3<f32>(0.), vec3<f32>(0.5));
col = smoothstep(vec3<f32>(0.), vec3<f32>(0.5), col);
col = normalize(col);
col = iLerp(vec3<f32>(0.), vec3<f32>(1.), col.x);
col = vec3<f32>(1., 0., 0.);
col = rd;
*/
let fragColor = vec4<f32>( col, 1.0 );
textureStore(img_output, vec2<i32>(global_id.xy), fragColor);
}