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Plasma.cpp
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277 lines (224 loc) · 6.77 KB
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/*
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2016 Darren Mothersele <me@daz.is>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.
*/
#include "Plasma.h"
FFGL_PLUGIN(Plasma,"DZPL","Plasma Ball",FF_EFFECT,"Sample FFGL Plugin",
"by Darren Mothersele - www.darrenmothersele.com")
std::string fragmentShaderCode = R"GLSL(
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform vec4 iMouse;
uniform sampler2D iChannel0;
//Plasma Globe by nimitz (twitter: @stormoid)
//looks best with around 25 rays
#define NUM_RAYS 13.
#define VOLUMETRIC_STEPS 19
#define MAX_ITER 35
#define FAR 6.
#define time iGlobalTime*1.1
mat2 mm2(in float a){float c = cos(a), s = sin(a);return mat2(c,-s,s,c);}
float noise( in float x ){return texture2D(iChannel0, vec2(x*.01,1.)).x;}
float hash( float n ){return fract(sin(n)*43758.5453);}
//iq's ubiquitous 3d noise
float noise(in vec3 p)
{
vec3 ip = floor(p);
vec3 f = fract(p);
f = f*f*(3.0-2.0*f);
vec2 uv = (ip.xy+vec2(37.0,17.0)*ip.z) + f.xy;
vec2 rg = texture2D( iChannel0, (uv+ 0.5)/256.0, -100.0 ).yx;
return mix(rg.x, rg.y, f.z);
}
mat3 m3 = mat3( 0.00, 0.80, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64 );
//See: https://www.shadertoy.com/view/XdfXRj
float flow(in vec3 p, in float t)
{
float z=2.;
float rz = 0.;
vec3 bp = p;
for (float i= 1.;i < 5.;i++ )
{
p += time*.1;
rz+= (sin(noise(p+t*0.8)*6.)*0.5+0.5) /z;
p = mix(bp,p,0.6);
z *= 2.;
p *= 2.01;
p*= m3;
}
return rz;
}
//could be improved
float sins(in float x)
{
float rz = 0.;
float z = 2.;
for (float i= 0.;i < 3.;i++ )
{
rz += abs(fract(x*1.4)-0.5)/z;
x *= 1.3;
z *= 1.15;
x -= time*.65*z;
}
return rz;
}
float segm( vec3 p, vec3 a, vec3 b)
{
vec3 pa = p - a;
vec3 ba = b - a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1. );
return length( pa - ba*h )*.5;
}
vec3 path(in float i, in float d)
{
vec3 en = vec3(0.,0.,1.);
float sns2 = sins(d+i*0.5)*0.22;
float sns = sins(d+i*.6)*0.21;
en.xz *= mm2((hash(i*10.569)-.5)*6.2+sns2);
en.xy *= mm2((hash(i*4.732)-.5)*6.2+sns);
return en;
}
vec2 map(vec3 p, float i)
{
float lp = length(p);
vec3 bg = vec3(0.);
vec3 en = path(i,lp);
float ins = smoothstep(0.11,.46,lp);
float outs = .15+smoothstep(.0,.15,abs(lp-1.));
p *= ins*outs;
float id = ins*outs;
float rz = segm(p, bg, en)-0.011;
return vec2(rz,id);
}
float march(in vec3 ro, in vec3 rd, in float startf, in float maxd, in float j)
{
float precis = 0.001;
float h=0.5;
float d = startf;
for( int i=0; i<MAX_ITER; i++ )
{
if( abs(h)<precis||d>maxd ) break;
d += h*1.2;
float res = map(ro+rd*d, j).x;
h = res;
}
return d;
}
//volumetric marching
vec3 vmarch(in vec3 ro, in vec3 rd, in float j, in vec3 orig)
{
vec3 p = ro;
vec2 r = vec2(0.);
vec3 sum = vec3(0);
float w = 0.;
for( int i=0; i<VOLUMETRIC_STEPS; i++ )
{
r = map(p,j);
p += rd*.03;
float lp = length(p);
vec3 col = sin(vec3(1.05,2.5,1.52)*3.94+r.y)*.85+0.4;
col.rgb *= smoothstep(.0,.015,-r.x);
col *= smoothstep(0.04,.2,abs(lp-1.1));
col *= smoothstep(0.1,.34,lp);
sum += abs(col)*5. * (1.2-noise(lp*2.+j*13.+time*5.)*1.1) / (log(distance(p,orig)-2.)+.75);
}
return sum;
}
//returns both collision dists of unit sphere
vec2 iSphere2(in vec3 ro, in vec3 rd)
{
vec3 oc = ro;
float b = dot(oc, rd);
float c = dot(oc,oc) - 1.;
float h = b*b - c;
if(h <0.0) return vec2(-1.);
else return vec2((-b - sqrt(h)), (-b + sqrt(h)));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = fragCoord.xy/iResolution.xy-0.5;
p.x*=iResolution.x/iResolution.y;
vec2 um = iMouse.xy / iResolution.xy-.5;
//camera
vec3 ro = vec3(0.,0.,5.);
vec3 rd = normalize(vec3(p*.7,-1.5));
mat2 mx = mm2(time*.4+um.x*6.);
mat2 my = mm2(time*0.3+um.y*6.);
ro.xz *= mx;rd.xz *= mx;
ro.xy *= my;rd.xy *= my;
vec3 bro = ro;
vec3 brd = rd;
vec3 col = vec3(0.0125,0.,0.025);
#if 1
for (float j = 1.;j<NUM_RAYS+1.;j++)
{
ro = bro;
rd = brd;
mat2 mm = mm2((time*0.1+((j+1.)*5.1))*j*0.25);
ro.xy *= mm;rd.xy *= mm;
ro.xz *= mm;rd.xz *= mm;
float rz = march(ro,rd,2.5,FAR,j);
if ( rz >= FAR)continue;
vec3 pos = ro+rz*rd;
col = max(col,vmarch(pos,rd,j, bro));
}
#endif
ro = bro;
rd = brd;
vec2 sph = iSphere2(ro,rd);
if (sph.x > 0.)
{
vec3 pos = ro+rd*sph.x;
vec3 pos2 = ro+rd*sph.y;
vec3 rf = reflect( rd, pos );
vec3 rf2 = reflect( rd, pos2 );
float nz = (-log(abs(flow(rf*1.2,time)-.01)));
float nz2 = (-log(abs(flow(rf2*1.2,-time)-.01)));
col += (0.1*nz*nz* vec3(0.12,0.12,.5) + 0.05*nz2*nz2*vec3(0.55,0.2,.55))*0.8;
}
fragColor = vec4(col*1.3, 1.0);
}
void main(void) {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
)GLSL";
PluginConfig Plasma::getConfig() {
PluginConfig pluginConfig;
pluginConfig.shaderCode = fragmentShaderCode;
pluginConfig.params.push_back({"Speed", FF_TYPE_STANDARD, 0.5f});
pluginConfig.params.push_back({"Pos X", FF_TYPE_STANDARD, 0.5f});
pluginConfig.params.push_back({"Pos Y", FF_TYPE_STANDARD, 0.5f});
pluginConfig.inputNames.push_back({"iChannel0"});
return pluginConfig;
}
void Plasma::init(FFGLShader &shader) {
timeLocation = shader.FindUniform("iGlobalTime");
resolutionLocation = shader.FindUniform("iResolution");
mouseLocation = shader.FindUniform("iMouse");
start = std::chrono::steady_clock::now();
}
void Plasma::process(std::vector<float> ¶mValues, FFGLExtensions &extensions)
{
float vpdim[4];
glGetFloatv(GL_VIEWPORT, vpdim);
extensions.glUniform3fARB(resolutionLocation, vpdim[2], vpdim[3], 1.0);
double lastTime = elapsedTime;
elapsedTime = GetCounter()/1000.0;
globalTime = globalTime + (float)(elapsedTime-lastTime) * (paramValues[0] - 0.5f) * 8.0f;
extensions.glUniform1fARB(timeLocation, globalTime);
extensions.glUniform4fARB(mouseLocation, paramValues[1] * vpdim[2], paramValues[2] * vpdim[3], 0, 0);
}
double Plasma::GetCounter()
{
end = std::chrono::steady_clock::now();
return std::chrono::duration_cast<std::chrono::microseconds>(end - start).count()/1000.;
}