// Elevated shader // https://www.shadertoy.com/view/MdX3Rr by inigo quilez // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // Processing port by Raphaƫl de Courville. #ifdef GL_ES precision highp float; #endif // Type of shader expected by Processing #define PROCESSING_COLOR_SHADER // Processing specific input uniform float time; uniform vec2 resolution; uniform vec2 mouse; // Layer between Processing and Shadertoy uniforms vec3 iResolution = vec3(resolution,0.0); float iGlobalTime = time; vec4 iMouse = vec4(mouse,0.0,0.0); // zw would normally be the click status // ------- Below is the unmodified Shadertoy code ---------- // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. //stereo thanks to Croqueteer //#define STEREO mat3 m = mat3( 0.00, 0.80, 0.60, -0.80, 0.36, -0.48, -0.60, -0.48, 0.64 ); float hash( float n ) { return fract(sin(n)*43758.5453123); } float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0 + 113.0*p.z; float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y), mix(mix( hash(n+113.0), hash(n+114.0),f.x), mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); return res; } vec3 noised( in vec2 x ) { vec2 p = floor(x); vec2 f = fract(x); vec2 u = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0; float a = hash(n+ 0.0); float b = hash(n+ 1.0); float c = hash(n+ 57.0); float d = hash(n+ 58.0); return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y, 30.0*f*f*(f*(f-2.0)+1.0)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx)); } float noise( in vec2 x ) { vec2 p = floor(x); vec2 f = fract(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0; float res = mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y); return res; } float fbm( vec3 p ) { float f = 0.0; f += 0.5000*noise( p ); p = m*p*2.02; f += 0.2500*noise( p ); p = m*p*2.03; f += 0.1250*noise( p ); p = m*p*2.01; f += 0.0625*noise( p ); return f/0.9375; } mat2 m2 = mat2(1.6,-1.2,1.2,1.6); float fbm( vec2 p ) { float f = 0.0; f += 0.5000*noise( p ); p = m2*p*2.02; f += 0.2500*noise( p ); p = m2*p*2.03; f += 0.1250*noise( p ); p = m2*p*2.01; f += 0.0625*noise( p ); return f/0.9375; } float terrain( in vec2 x ) { vec2 p = x*0.003; float a = 0.0; float b = 1.0; vec2 d = vec2(0.0); for(int i=0;i<5; i++) { vec3 n = noised(p); d += n.yz; a += b*n.x/(1.0+dot(d,d)); b *= 0.5; p=mat2(1.6,-1.2,1.2,1.6)*p; } return 140.0*a; } float terrain2( in vec2 x ) { vec2 p = x*0.003; float a = 0.0; float b = 1.0; vec2 d = vec2(0.0); for(int i=0;i<14; i++) { vec3 n = noised(p); d += n.yz; a += b*n.x/(1.0+dot(d,d)); b *= 0.5; p=m2*p; } return 140.0*a; } float map( in vec3 p ) { float h = terrain(p.xz); float ss = 0.03; float hh = h*ss; float fh = fract(hh); float ih = floor(hh); fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) ); h = (ih+fh)/ss; return p.y - h; } float map2( in vec3 p ) { float h = terrain2(p.xz); float ss = 0.03; float hh = h*ss; float fh = fract(hh); float ih = floor(hh); fh = mix( sqrt(fh), fh, smoothstep(50.0,140.0,h) ); h = (ih+fh)/ss; return p.y - h; } bool jinteresct(in vec3 rO, in vec3 rD, out float resT ) { float h = 0.0; float t = 0.0; for( int j=0; j<120; j++ ) { //if( t>2000.0 ) break; vec3 p = rO + t*rD; if( p.y>300.0 ) break; h = map( p ); if( h<0.1 ) { resT = t; return true; } t += max(0.1,0.5*h); } if( h<5.0 ) { resT = t; return true; } return false; } float sinteresct(in vec3 rO, in vec3 rD ) { float res = 1.0; float t = 0.0; for( int j=0; j<50; j++ ) { //if( t>1000.0 ) break; vec3 p = rO + t*rD; float h = map( p ); if( h<0.1 ) { return 0.0; } res = min( res, 16.0*h/t ); t += h; } return clamp( res, 0.0, 1.0 ); } vec3 calcNormal( in vec3 pos, float t ) { float e = 0.001; e = 0.001*t; vec3 eps = vec3(e,0.0,0.0); vec3 nor; nor.x = map2(pos+eps.xyy) - map2(pos-eps.xyy); nor.y = map2(pos+eps.yxy) - map2(pos-eps.yxy); nor.z = map2(pos+eps.yyx) - map2(pos-eps.yyx); return normalize(nor); } vec3 camPath( float time ) { vec2 p = 600.0*vec2( cos(1.4+0.37*time), cos(3.2+0.31*time) ); return vec3( p.x, 0.0, p.y ); } void main(void) { vec2 xy = -1.0 + 2.0*gl_FragCoord.xy / iResolution.xy; vec2 s = xy*vec2(1.75,1.0); #ifdef STEREO float isCyan = mod(gl_FragCoord.x + mod(gl_FragCoord.y,2.0),2.0); #endif float time = iGlobalTime*.15; vec3 light1 = normalize( vec3( 0.4, 0.22, 0.6 ) ); vec3 light2 = vec3( -0.707, 0.000, -0.707 ); vec3 campos = camPath( time ); vec3 camtar = camPath( time + 3.0 ); campos.y = terrain( campos.xz ) + 15.0; camtar.y = campos.y*0.5; float roll = 0.1*cos(0.1*time); vec3 cw = normalize(camtar-campos); vec3 cp = vec3(sin(roll), cos(roll),0.0); vec3 cu = normalize(cross(cw,cp)); vec3 cv = normalize(cross(cu,cw)); vec3 rd = normalize( s.x*cu + s.y*cv + 1.6*cw ); #ifdef STEREO campos += 2.0*cu*isCyan; // move camera to the right - the rd vector is still good #endif float sundot = clamp(dot(rd,light1),0.0,1.0); vec3 col; float t; if( !jinteresct(campos,rd,t) ) { col = 0.9*vec3(0.97,.99,1.0)*(1.0-0.3*rd.y); col += 0.2*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 ); } else { vec3 pos = campos + t*rd; vec3 nor = calcNormal( pos, t ); float dif1 = clamp( dot( light1, nor ), 0.0, 1.0 ); float dif2 = clamp( 0.2 + 0.8*dot( light2, nor ), 0.0, 1.0 ); float sh = 1.0; if( dif1>0.001 ) sh = sinteresct(pos+light1*20.0,light1); vec3 dif1v = vec3(dif1); dif1v *= vec3( sh, sh*sh*0.5+0.5*sh, sh*sh ); float r = noise( 7.0*pos.xz ); col = (r*0.25+0.75)*0.9*mix( vec3(0.10,0.05,0.03), vec3(0.13,0.10,0.08), clamp(terrain2( vec2(pos.x,pos.y*48.0))/200.0,0.0,1.0) ); col = mix( col, 0.17*vec3(0.5,.23,0.04)*(0.50+0.50*r),smoothstep(0.70,0.9,nor.y) ); col = mix( col, 0.10*vec3(0.2,.30,0.00)*(0.25+0.75*r),smoothstep(0.95,1.0,nor.y) ); col *= 0.75; // snow #if 1 float h = smoothstep(55.0,80.0,pos.y + 25.0*fbm(0.01*pos.xz) ); float e = smoothstep(1.0-0.5*h,1.0-0.1*h,nor.y); float o = 0.3 + 0.7*smoothstep(0.0,0.1,nor.x+h*h); float s = h*e*o; s = smoothstep( 0.1, 0.9, s ); col = mix( col, 0.4*vec3(0.6,0.65,0.7), s ); #endif vec3 brdf = 2.0*vec3(0.17,0.19,0.20)*clamp(nor.y,0.0,1.0); brdf += 6.0*vec3(1.00,0.95,0.80)*dif1v; brdf += 2.0*vec3(0.20,0.20,0.20)*dif2; col *= brdf; float fo = 1.0-exp(-pow(0.0015*t,1.5)); vec3 fco = vec3(0.7) + 0.6*vec3(0.8,0.7,0.5)*pow( sundot, 4.0 ); col = mix( col, fco, fo ); } col = sqrt(col); vec2 uv = xy*0.5+0.5; col *= 0.7 + 0.3*pow(16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y),0.1); #ifdef STEREO col *= vec3( isCyan, 1.0-isCyan, 1.0-isCyan ); #endif gl_FragColor=vec4(col,1.0); }