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- // 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 <p>) 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 <p> is inside, and doing 2D interpolation using the <u> function
- // (remember it looks like a nice wave!)
- // The grid square has points defined at integer boundaries. For example, if <p> 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 <choppy> 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 <uv> have the same value added, there is a
- // symmetry break because <uv>.x and <uv>.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 <p>
- // l: light (sun) direction
- // eye: ray direction from camera position for this pixel
- // dist: distance from camera to point <p> 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 <p> on the ocean surface using a slight more detailed
- // ocean mapping function (using more noise octaves).
- // Takes an argument <eps> (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 <tmid> 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);
- }
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