// A documented, altered, recolored version of "Seascape".
// The famous original at:
// https://www.shadertoy.com/view/Ms2SD1
// "Seascape" by Alexander Alekseev aka TDM - 2014
// Commenting added by bteitler
// HSV/color adjustments and additional commenting by CaliCoastReplay - 2016
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// PI is a mathematical constant relating the ratio of a circle's circumference (distance around
// the edge) to its diameter (distance between two points opposite on the edge).
// Change pi at your own peril, with your own apologies to God.
const float PI = 3.14159265358;
// Can you explain these epsilons to a wide graphics audience? YOUR comment could go here.
const float EPSILON = 1e-3;
#define EPSILON_NRM (0.5 / iResolution.x)
// Constant indicaing the number of steps taken while marching the light ray.
const int NUM_STEPS = 6;
//Constants relating to the iteration of the heightmap for the wave, another part of the rendering
//process.
const int ITER_GEOMETRY = 2;
const int ITER_FRAGMENT =5;
// Constants that represent physical characteristics of the sea, can and should be changed and
// played with
const float SEA_HEIGHT = 0.5;
const float SEA_CHOPPY = 3.0;
const float SEA_SPEED = 1.9;
const float SEA_FREQ = 0.24;
const vec3 SEA_BASE = vec3(0.11,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.55,0.9,0.7);
#define SEA_TIME (iTime * SEA_SPEED)
//Matrix to permute the water surface into a complex, realistic form
mat2 octave_m = mat2(1.7,1.2,-1.2,1.4);
//Space bar key constant
const float KEY_SP = 32.5/256.0;
//CaliCoastReplay : These HSV/RGB translation functions are
//from http://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
//This one converts red-green-blue color to hue-saturation-value color
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
//CaliCoastReplay : These HSV/RGB translation functions are
//from http://gamedev.stackexchange.com/questions/59797/glsl-shader-change-hue-saturation-brightness
//This one converts hue-saturation-value color to red-green-blue color
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// math
// bteitler: Turn a vector of Euler angles into a rotation matrix
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
// bteitler: A 2D hash function for use in noise generation that returns range [0 .. 1]. You could
// use any hash function of choice, just needs to deterministic and return
// between 0 and 1, and also behave randomly. Googling "GLSL hash function" returns almost exactly
// this function: http://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl
// Performance is a real consideration of hash functions since ray-marching is already so heavy.
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*83758.5453123);
}
// bteitler: A 2D psuedo-random wave / terrain function. This is actually a poor name in my opinion,
// since its the "hash" function that is really the noise, and this function is smoothly interpolating
// between noisy points to create a continuous surface.
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
// bteitler: This is equivalent to the "smoothstep" interpolation function.
// This is a smooth wave function with input between 0 and 1
// (since it is taking the fractional part of
) and gives an output
// between 0 and 1 that behaves and looks like a wave. This is far from obvious, but we can graph it to see
// Wolfram link: http://www.wolframalpha.com/input/?i=plot+x*x*%283.0-2.0*x%29+from+x%3D0+to+1
// This is used to interpolate between random points. Any smooth wave function that ramps up from 0 and
// and hit 1.0 over the domain 0 to 1 would work. For instance, sin(f * PI / 2.0) gives similar visuals.
// This function is nice however because it does not require an expensive sine calculation.
vec2 u = f*f*(3.0-2.0*f);
// bteitler: This very confusing looking mish-mash is simply pulling deterministic random values (between 0 and 1)
// for 4 corners of the grid square that
is inside, and doing 2D interpolation using the function
// (remember it looks like a nice wave!)
// The grid square has points defined at integer boundaries. For example, if
is (4.3, 2.1), we will
// evaluate at points (4, 2), (5, 2), (4, 3), (5, 3), and then interpolate x using u(.3) and y using u(.1).
return -1.0+2.0*mix(
mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ),
u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ),
u.x),
u.y);
}
// bteitler: diffuse lighting calculation - could be tweaked to taste
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
// bteitler: specular lighting calculation - could be tweaked taste
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// bteitler: Generate a smooth sky gradient color based on ray direction's Y value
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
// bteitler: TLDR is that this passes a low frequency random terrain through a 2D symmetric wave function that looks like this:
// http://www.wolframalpha.com/input/?i=%7B1-%7B%7B%7BAbs%5BCos%5B0.16x%5D%5D+%2B+Abs%5BCos%5B0.16x%5D%5D+%28%281.+-+Abs%5BSin%5B0.16x%5D%5D%29+-+Abs%5BCos%5B0.16x%5D%5D%29%7D+*+%7BAbs%5BCos%5B0.16y%5D%5D+%2B+Abs%5BCos%5B0.16y%5D%5D+%28%281.+-+Abs%5BSin%5B0.16y%5D%5D%29+-+Abs%5BCos%5B0.16y%5D%5D%29%7D%7D%5E0.65%7D%7D%5E4+from+-20+to+20
// The parameter affects the wave shape.
float sea_octave(vec2 uv, float choppy) {
// bteitler: Add the smoothed 2D terrain / wave function to the input coordinates
// which are going to be our X and Z world coordinates. It may be unclear why we are doing this.
// This value is about to be passed through a wave function. So we have a smoothed psuedo random height
// field being added to our (X, Z) coordinates, and then fed through yet another wav function below.
uv += noise(uv);
// Note that you could simply return noise(uv) here and it would take on the characteristics of our
// noise interpolation function u and would be a reasonable heightmap for terrain.
// However, that isn't the shape we want in the end for an ocean with waves, so it will be fed through
// a more wave like function. Note that although both x and y channels of have the same value added, there is a
// symmetry break because .x and .y will typically be different values.
// bteitler: This is a wave function with pointy peaks and curved troughs:
// http://www.wolframalpha.com/input/?i=1-abs%28cos%28x%29%29%3B
vec2 wv = 1.0-abs(sin(uv));
// bteitler: This is a wave function with curved peaks and pointy troughs:
// http://www.wolframalpha.com/input/?i=abs%28cos%28x%29%29%3B
vec2 swv = abs(cos(uv));
// bteitler: Blending both wave functions gets us a new, cooler wave function (output between 0 and 1):
// http://www.wolframalpha.com/input/?i=abs%28cos%28x%29%29+%2B+abs%28cos%28x%29%29+*+%28%281.0-abs%28sin%28x%29%29%29+-+abs%28cos%28x%29%29%29
wv = mix(wv,swv,wv);
// bteitler: Finally, compose both of the wave functions for X and Y channels into a final
// 1D height value, shaping it a bit along the way. First, there is the composition (multiplication) of
// the wave functions: wv.x * wv.y. Wolfram will give us a cute 2D height graph for this!:
// http://www.wolframalpha.com/input/?i=%7BAbs%5BCos%5Bx%5D%5D+%2B+Abs%5BCos%5Bx%5D%5D+%28%281.+-+Abs%5BSin%5Bx%5D%5D%29+-+Abs%5BCos%5Bx%5D%5D%29%7D+*+%7BAbs%5BCos%5By%5D%5D+%2B+Abs%5BCos%5By%5D%5D+%28%281.+-+Abs%5BSin%5By%5D%5D%29+-+Abs%5BCos%5By%5D%5D%29%7D
// Next, we reshape the 2D wave function by exponentiation: (wv.x * wv.y)^0.65. This slightly rounds the base of the wave:
// http://www.wolframalpha.com/input/?i=%7B%7BAbs%5BCos%5Bx%5D%5D+%2B+Abs%5BCos%5Bx%5D%5D+%28%281.+-+Abs%5BSin%5Bx%5D%5D%29+-+Abs%5BCos%5Bx%5D%5D%29%7D+*+%7BAbs%5BCos%5By%5D%5D+%2B+Abs%5BCos%5By%5D%5D+%28%281.+-+Abs%5BSin%5By%5D%5D%29+-+Abs%5BCos%5By%5D%5D%29%7D%7D%5E0.65
// one last final transform (with choppy = 4) results in this which resembles a recognizable ocean wave shape in 2D:
// http://www.wolframalpha.com/input/?i=%7B1-%7B%7B%7BAbs%5BCos%5Bx%5D%5D+%2B+Abs%5BCos%5Bx%5D%5D+%28%281.+-+Abs%5BSin%5Bx%5D%5D%29+-+Abs%5BCos%5Bx%5D%5D%29%7D+*+%7BAbs%5BCos%5By%5D%5D+%2B+Abs%5BCos%5By%5D%5D+%28%281.+-+Abs%5BSin%5By%5D%5D%29+-+Abs%5BCos%5By%5D%5D%29%7D%7D%5E0.65%7D%7D%5E4
// Note that this function is called with a specific frequency multiplier which will stretch out the wave. Here is the graph
// with the base frequency used by map and map_detailed (0.16):
// http://www.wolframalpha.com/input/?i=%7B1-%7B%7B%7BAbs%5BCos%5B0.16x%5D%5D+%2B+Abs%5BCos%5B0.16x%5D%5D+%28%281.+-+Abs%5BSin%5B0.16x%5D%5D%29+-+Abs%5BCos%5B0.16x%5D%5D%29%7D+*+%7BAbs%5BCos%5B0.16y%5D%5D+%2B+Abs%5BCos%5B0.16y%5D%5D+%28%281.+-+Abs%5BSin%5B0.16y%5D%5D%29+-+Abs%5BCos%5B0.16y%5D%5D%29%7D%7D%5E0.65%7D%7D%5E4+from+-20+to+20
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
// bteitler: Compute the distance along Y axis of a point to the surface of the ocean
// using a low(er) resolution ocean height composition function (less iterations).
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
// bteitler: Compose our wave noise generation ("sea_octave") with different frequencies
// and offsets to achieve a final height map that looks like an ocean. Likely lots
// of black magic / trial and error here to get it to look right. Each sea_octave has this shape:
// http://www.wolframalpha.com/input/?i=%7B1-%7B%7B%7BAbs%5BCos%5B0.16x%5D%5D+%2B+Abs%5BCos%5B0.16x%5D%5D+%28%281.+-+Abs%5BSin%5B0.16x%5D%5D%29+-+Abs%5BCos%5B0.16x%5D%5D%29%7D+*+%7BAbs%5BCos%5B0.16y%5D%5D+%2B+Abs%5BCos%5B0.16y%5D%5D+%28%281.+-+Abs%5BSin%5B0.16y%5D%5D%29+-+Abs%5BCos%5B0.16y%5D%5D%29%7D%7D%5E0.65%7D%7D%5E4+from+-20+to+20
// which should give you an idea of what is going. You don't need to graph this function because it
// appears to your left :)
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
// bteitler: start out with our 2D symmetric wave at the current frequency
d = sea_octave((uv+SEA_TIME)*freq,choppy);
// bteitler: stack wave ontop of itself at an offset that varies over time for more height and wave pattern variance
//d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp; // bteitler: Bump our height by the current wave function
// bteitler: "Twist" our domain input into a different space based on a permutation matrix
// The scales of the matrix values affect the frequency of the wave at this iteration, but more importantly
// it is responsible for the realistic assymetry since the domain is shiftly differently.
// This is likely the most important parameter for wave topology.
uv *= octave_m;
freq *= 1.9; // bteitler: Exponentially increase frequency every iteration (on top of our permutation)
amp *= 0.22; // bteitler: Lower the amplitude every frequency, since we are adding finer and finer detail
// bteitler: finally, adjust the choppy parameter which will effect our base 2D sea_octave shape a bit. This makes
// the "waves within waves" have different looking shapes, not just frequency and offset
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
// bteitler: Compute the distance along Y axis of a point to the surface of the ocean
// using a high(er) resolution ocean height composition function (more iterations).
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
// bteitler: Compose our wave noise generation ("sea_octave") with different frequencies
// and offsets to achieve a final height map that looks like an ocean. Likely lots
// of black magic / trial and error here to get it to look right. Each sea_octave has this shape:
// http://www.wolframalpha.com/input/?i=%7B1-%7B%7B%7BAbs%5BCos%5B0.16x%5D%5D+%2B+Abs%5BCos%5B0.16x%5D%5D+%28%281.+-+Abs%5BSin%5B0.16x%5D%5D%29+-+Abs%5BCos%5B0.16x%5D%5D%29%7D+*+%7BAbs%5BCos%5B0.16y%5D%5D+%2B+Abs%5BCos%5B0.16y%5D%5D+%28%281.+-+Abs%5BSin%5B0.16y%5D%5D%29+-+Abs%5BCos%5B0.16y%5D%5D%29%7D%7D%5E0.65%7D%7D%5E4+from+-20+to+20
// which should give you an idea of what is going. You don't need to graph this function because it
// appears to your left :)
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
// bteitler: start out with our 2D symmetric wave at the current frequency
d = sea_octave((uv+SEA_TIME)*freq,choppy);
// bteitler: stack wave ontop of itself at an offset that varies over time for more height and wave pattern variance
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp; // bteitler: Bump our height by the current wave function
// bteitler: "Twist" our domain input into a different space based on a permutation matrix
// The scales of the matrix values affect the frequency of the wave at this iteration, but more importantly
// it is responsible for the realistic assymetry since the domain is shiftly differently.
// This is likely the most important parameter for wave topology.
uv *= octave_m/1.2;
freq *= 1.9; // bteitler: Exponentially increase frequency every iteration (on top of our permutation)
amp *= 0.22; // bteitler: Lower the amplitude every frequency, since we are adding finer and finer detail
// bteitler: finally, adjust the choppy parameter which will effect our base 2D sea_octave shape a bit. This makes
// the "waves within waves" have different looking shapes, not just frequency and offset
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
// bteitler:
// p: point on ocean surface to get color for
// n: normal on ocean surface at
// l: light (sun) direction
// eye: ray direction from camera position for this pixel
// dist: distance from camera to point
on ocean surface
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
// bteitler: Fresnel is an exponential that gets bigger when the angle between ocean
// surface normal and eye ray is smaller
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.45;
// bteitler: Bounce eye ray off ocean towards sky, and get the color of the sky
vec3 reflected = getSkyColor(reflect(eye,n))*0.99;
// bteitler: refraction effect based on angle between light surface normal
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.27;
// bteitler: blend the refracted color with the reflected color based on our fresnel term
vec3 color = mix(refracted,reflected,fresnel);
// bteitler: Apply a distance based attenuation factor which is stronger
// at peaks
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.15 * atten;
// bteitler: Apply specular highlight
color += vec3(specular(n,l,eye,90.0))*0.5;
return color;
}
// bteitler: Estimate the normal at a point
on the ocean surface using a slight more detailed
// ocean mapping function (using more noise octaves).
// Takes an argument (stands for epsilon) which is the resolution to use
// for the gradient. See here for more info on gradients: https://en.wikipedia.org/wiki/Gradient
// tracing
vec3 getNormal(vec3 p, float eps) {
// bteitler: Approximate gradient. An exact gradient would need the "map" / "map_detailed" functions
// to return x, y, and z, but it only computes height relative to surface along Y axis. I'm assuming
// for simplicity and / or optimization reasons we approximate the gradient by the change in ocean
// height for all axis.
vec3 n;
n.y = map_detailed(p); // bteitler: Detailed height relative to surface, temporarily here to save a variable?
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; // bteitler approximate X gradient as change in height along X axis delta
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; // bteitler approximate Z gradient as change in height along Z axis delta
// bteitler: Taking advantage of the fact that we know we won't have really steep waves, we expect
// the Y normal component to be fairly large always. Sacrifices yet more accurately to avoid some calculation.
n.y = eps;
return normalize(n);
// bteitler: A more naive and easy to understand version could look like this and
// produces almost the same visuals and is a little more expensive.
// vec3 n;
// float h = map_detailed(p);
// n.y = map_detailed(vec3(p.x,p.y+eps,p.z)) - h;
// n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - h;
// n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - h;
// return normalize(n);
}
//CaliCoastReplay : Keyboard checking function from the iChannel representing keyboard input
float isKeyPressed(float key)
{
return texture( iChannel1, vec2(key, 1.0) ).x;
}
// bteitler: Find out where a ray intersects the current ocean
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 500.0; // bteitler: a really far distance, this could likely be tweaked a bit as desired
// bteitler: At a really far away distance along the ray, what is it's height relative
// to the ocean in ONLY the Y direction?
float hx = map(ori + dir * tx);
// bteitler: A positive height relative to the ocean surface (in Y direction) at a really far distance means
// this pixel is pure sky. Quit early and return the far distance constant.
if(hx > 0.0) return tx;
// bteitler: hm starts out as the height of the camera position relative to ocean.
float hm = map(ori + dir * tm);
// bteitler: This is the main ray marching logic. This is probably the single most confusing part of the shader
// since height mapping is not an exact distance field (tells you distance to surface if you drop a line down to ocean
// surface in the Y direction, but there could have been a peak at a very close point along the x and z
// directions that is closer). Therefore, it would be possible/easy to overshoot the surface using the raw height field
// as the march distance. The author uses a trick to compensate for this.
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) { // bteitler: Constant number of ray marches per ray that hits the water
// bteitler: Move forward along ray in such a way that has the following properties:
// 1. If our current height relative to ocean is higher, move forward more
// 2. If the height relative to ocean floor very far along the ray is much lower
// below the ocean surface, move forward less
// Idea behind 1. is that if we are far above the ocean floor we can risk jumping
// forward more without shooting under ocean, because the ocean is mostly level.
// The idea behind 2. is that if extruding the ray goes farther under the ocean, then
// you are looking more orthgonal to ocean surface (as opposed to looking towards horizon), and therefore
// movement along the ray gets closer to ocean faster, so we need to move forward less to reduce risk
// of overshooting.
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p); // bteitler: Re-evaluate height relative to ocean surface in Y axis
if(hmid < 0.0) { // bteitler: We went through the ocean surface if we are negative relative to surface now
// bteitler: So instead of actually marching forward to cross the surface, we instead
// assign our really far distance and height to be where we just evaluated that crossed the surface.
// Next iteration will attempt to go forward more and is less likely to cross the boundary.
// A naive implementation might have returned immediately here, which
// results in a much poorer / somewhat indeterministic quality rendering.
tx = tmid;
hx = hmid;
} else {
// Haven't hit surface yet, easy case, just march forward
tm = tmid;
hm = hmid;
}
}
// bteitler: Return the distance, which should be really close to the height map without going under the ocean
return tmid;
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// bteitler: 2D Pixel location passed in as raw pixel, let's divide by resolution
// to convert to coordinates between 0 and 1
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0; // bteitler: Shift pixel coordinates from 0 to 1 to between -1 and 1
uv.x *= iResolution.x / iResolution.y; // bteitler: Aspect ratio correction - if you don't do this your rays will be distorted
float time = iTime * 2.7; // bteitler: Animation is based on time, but allows you to scrub the animation based on mouse movement
// ray
// bteitler: Calculated a vector that smoothly changes over time in a sinusoidal (wave) pattern.
// This will be used to drive where the user is looking in world space.
// vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
float roll = PI + sin(iTime)/14.0 + cos(iTime/2.0)/14.0 ;
float pitch = PI*1.021 + (sin(iTime/2.0)+ cos(iTime))/40.0
+ (iMouse.y/iResolution.y - .8)*PI/3.0 ;
float yaw = iMouse.x/iResolution.x * PI * 4.0;
vec3 ang = vec3(roll,pitch,yaw);
// vec3 ang = vec3(roll,pitch,0);
// bteitler: Calculate the "origin" of the camera in world space based on time. Camera is located
// at height 3.5 atx 0 (zero), and flies over the ocean in the z axis over time.
vec3 ori = vec3(0.0,3.5,time*3.0);
// bteitler: This is the ray direction we are shooting from the camera location ("ori") that we need to light
// for this pixel. The -2.0 indicates we are using a focal length of 2.0 - this is just an artistic choice and
// results in about a 90 degree field of view.
// CaliCoastReplay : Adjusted slightly to a lower focal length. Seems to dramatize the scene.
vec3 dir = normalize(vec3(uv.xy,-1.6));
// bteitler: Distort the ray a bit for a fish eye effect (if you remove this line, it will remove
// the fish eye effect and look like a realistic perspective).
// dir.z += length(uv) * 0.15;
// bteitler: Renormalize the ray direction, and then rotate it based on the previously calculated
// animation angle "ang". "fromEuler" just calculates a rotation matrix from a vector of angles.
// if you remove the " * fromEuler(ang)" part, you will disable the camera rotation animation.
dir = normalize(dir) * fromEuler(ang);
// tracing
// bteitler: ray-march to the ocean surface (which can be thought of as a randomly generated height map)
// and store in p
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori; // bteitler: distance vector to ocean surface for this pixel's ray
// bteitler: Calculate the normal on the ocean surface where we intersected (p), using
// different "resolution" (in a sense) based on how far away the ray traveled. Normals close to
// the camera should be calculated with high resolution, and normals far from the camera should be calculated with low resolution
// The reason to do this is that specular effects (or non linear normal based lighting effects) become fairly random at
// far distances and low resolutions and can cause unpleasant shimmering during motion.
vec3 n = getNormal(p,
dot(dist,dist) // bteitler: Think of this as inverse resolution, so far distances get bigger at an expnential rate
* EPSILON_NRM // bteitler: Just a resolution constant.. could easily be tweaked to artistic content
);
// bteitler: direction of the infinitely far away directional light. Changing this will change
// the sunlight direction.
vec3 light = normalize(vec3(0.0,1.0,0.8));
// CaliCoastReplay: Get the sky and sea colors
vec3 skyColor = getSkyColor(dir);
vec3 seaColor = getSeaColor(p,n,light,dir,dist);
//Sea/sky preprocessing
//CaliCoastReplay: A distance falloff for the sea color. Drastically darkens the sea,
//this will be reversed later based on day/night.
seaColor /= sqrt(sqrt(length(dist))) ;
//CaliCoastReplay: Day/night mode
bool night;
if( isKeyPressed(KEY_SP) > 0.0 ) //night mode!
{
//Brighten the sea up again, but not too bright at night
seaColor *= seaColor * 8.5;
//Turn down the sky
skyColor /= 1.69;
//Store that it's night mode for later HSV calcc
night = true;
}
else //day mode!
{
//Brighten the sea up again - bright and beautiful blue at day
seaColor *= sqrt(sqrt(seaColor)) * 4.0;
skyColor *= 1.05;
skyColor -= 0.03;
night = false;
}
//CaliCoastReplay: A slight "constrasting" for the sky to match the more contrasted ocean
skyColor *= skyColor;
//CaliCoastReplay: A rather hacky manipulation of the high-value regions in the image that seems
//to add a subtle charm and "sheen" and foamy effect to high value regions through subtle darkening,
//but it is hacky, and not physically modeled at all.
vec3 seaHsv = rgb2hsv(seaColor);
if (seaHsv.z > .75 && length(dist) < 50.0)
seaHsv.z -= (0.9 - seaHsv.z) * 1.3;
seaColor = hsv2rgb(seaHsv);
// bteitler: Mix (linear interpolate) a color calculated for the sky (based solely on ray direction) and a sea color
// which contains a realistic lighting model. This is basically doing a fog calculation: weighing more the sky color
// in the distance in an exponential manner.
vec3 color = mix(
skyColor,
seaColor,
pow(smoothstep(0.0,-0.05,dir.y), 0.3) // bteitler: Can be thought of as "fog" that gets thicker in the distance
);
// Postprocessing
// bteitler: Apply an overall image brightness factor as the final color for this pixel. Can be
// tweaked artistically.
fragColor = vec4(pow(color,vec3(0.75)), 1.0);
// CaliCoastReplay: Adjust hue, saturation, and value adjustment for an even more processed look
// hsv.x is hue, hsv.y is saturation, and hsv.z is value
vec3 hsv = rgb2hsv(fragColor.xyz);
//CaliCoastReplay: Increase saturation slightly
hsv.y += 0.131;
//CaliCoastReplay:
//A pseudo-multiplicative adjustment of value, increasing intensity near 1 and decreasing it near
//0 to achieve a more contrasted, real-world look
hsv.z *= sqrt(hsv.z) * 1.1;
if (night)
{
///CaliCoastReplay:
//Slight value adjustment at night to turn down global intensity
hsv.z -= 0.045;
hsv*=0.8;
hsv.x += 0.12 + hsv.z/100.0;
//Highly increased saturation at night op, oddly. Nights appear to be very colorful
//within their ranges.
hsv.y *= 2.87;
}
else
{
//CaliCoastReplay:
//Add green tinge to the high range
//Turn down intensity in day in a different way
hsv.z *= 0.9;
//CaliCoastReplay: Hue alteration
hsv.x -= hsv.z/10.0;
hsv.x += 0.02 + hsv.z/50.0;
//Final brightening
hsv.z *= 1.01;
//This really "cinemafies" it for the day -
//puts the saturation on a squared, highly magnified footing.
//Worth looking into more as to exactly why.
// hsv.y *= 5.10 * hsv.y * sqrt(hsv.y);
hsv.y += 0.07;
}
//CaliCoastReplay:
//Replace the final color with the adjusted, translated HSV values
fragColor.xyz = hsv2rgb(hsv);
}