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Copy pathDemoDisc2.shader
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DemoDisc2.shader
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shader_type canvas_item;
uniform float iTime;
uniform vec3 iCameraPosition;
uniform vec3 iCameraLookAt;
uniform vec3 iBallPosition;
uniform sampler2D iPrecalcTexture;
const float PRECALC_TIME = (1.0 / 60.0) * 256.0;
const float BPM = 175.0;
const float PI = 3.14159;
// Beat sync toys
float beat(float time) { return time / (60.0 / BPM); }
float punch(float time) { float slask; return 1.0 - modf(beat(time), slask); }
vec3 rgb(int r, int g, int b)
{
return vec3(float(r) / 255.0
, float(g) / 255.0
, float(b) / 255.0
);
}
void pR(inout vec2 p, float a)
{
p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
}
float pModPolar(inout vec2 p, float repetitions) {
float angle = 2.0*PI/repetitions;
float a = atan(p.y, p.x) + angle/2.;
float r = length(p);
float c = floor(a/angle);
a = mod(a,angle) - angle/2.;
p = vec2(cos(a), sin(a))*r;
if (abs(c) >= (repetitions/2.0)) c = abs(c);
return c;
}
float fOpUnionRound(float a, float b, float r)
{
vec2 u = max(vec2(r - a,r - b), vec2(0));
return max(r, min (a, b)) - length(u);
}
vec2 opRevolution(vec3 p, float w)
{
return vec2(length(p.xz) - w, p.y);
}
float opExtrusion(vec3 p, float sdf, float h)
{
float hh = h / 2.0;
vec2 w = vec2(sdf, abs(p.z + hh) - hh);
return min(max(w.x,w.y),0.0) + length(max(w,0.0));
}
vec4 opMinColored(vec4 a, vec4 b)
{
return a.w < b.w ? a : b;
}
vec4 opMinColoredSmooth(vec4 a, vec4 b, float s)
{
float i = clamp(0.5 + 0.5 * (b.w - a.w) / s, 0.0, 1.0);
return vec4(mix(b.rgb, a.rgb, i), mix(b.w, a.w, i) - s * i * (1.0 - i));
}
vec3 opRep(vec3 p, vec3 c)
{
return mod(p+0.5*c,c)-0.5*c;
}
vec3 opRepLim(vec3 p, float c, vec3 l)
{
return p-c*clamp(round(p/c),-l,l);
}
// 2D primitives
float sdCircle(vec2 p, float r)
{
return length(p) - r;
}
float sdRoundRect(vec2 p, vec2 b, vec4 r)
{
r.xy = (p.x>0.0)?r.xy : r.zw;
r.x = (p.y>0.0)?r.x : r.y;
vec2 q = abs(p)-b+r.x;
return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r.x;
}
float sdArc(vec2 p, vec2 sca, vec2 scb, float ra, float rb)
{
p *= mat2(vec2(sca.x,sca.y),vec2(-sca.y,sca.x));
p.x = abs(p.x);
float k = (scb.y*p.x>scb.x*p.y) ? dot(p,scb) : length(p);
return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
}
// 3D primitives
float sdPlane(vec3 p, vec3 n, float h)
{
return dot(p,n) + h;
}
float sdBox(vec3 p, vec3 b)
{
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
}
float sdRoundBox(vec3 p, vec3 b, float r)
{
vec3 q = abs(p) - b;
return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0) - r;
}
float sdSphere(vec3 p, float s)
{
return length(p)-s;
}
// 3D primitives (custom)
float sdTube(vec3 p, float d, float t, float h)
{
float r = d / 2.0;
return opExtrusion(p, abs(sdCircle(p.xy, r)) - t, h);
}
float sdCylinder(vec3 p, vec2 h)
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
// 3D models
float sdSubFrame(vec3 pos)
{
// Modeled mirrored
pos.z = abs(pos.z);
// Upper
vec3 p = pos + vec3(-0.20, -0.25, -0.03);
pR(p.xy, radians(50));
pR(p.yz, radians(-4));
float t = sdCylinder(p, vec2(0.006, 0.25));
// Lower
p = pos + vec3(-0.21, -0.04, -0.035);
pR(p.xy, radians(102));
pR(p.yz, radians(-4));
t = min(t, sdCylinder(p, vec2(0.006, 0.185)));
// Bracket
p = pos + vec3(-0.405, -0.081, -0.05);
t = fOpUnionRound(t, sdTube(p, 0.025, 0.004, 0.006), 0.006);
return t;
}
float sdBikeFrame(vec3 pos)
{
float t = 1e10;
pos += vec3(0.0, -0.035, 0.0);
// Seat tube
vec3 p = pos;
pR(p.yz, radians(90));
p += vec3(0.0, 0.0, 0.02);
t = sdTube(p, 0.04, 0.003, 0.5);
// Crank tube
p = pos + vec3(0.0, 0.0, -0.035);
t = fOpUnionRound(t, sdTube(p, 0.06, 0.005, 0.07), 0.02);
// Top tube
p = pos + vec3(0.32, -0.45, 0.0);
pR(p.xy, radians(90));
t = fOpUnionRound(t, sdCylinder(p * vec3(1.3, 1.0, 1.0), vec2(0.02, 0.3)), 0.015);
// Bottom tube
p = pos + vec3(0.33, -0.21, 0.0);
pR(p.xz, radians(90));
pR(p.yz, radians(58));
t = fOpUnionRound(t, sdCylinder(p, vec2(0.023, 0.36)), 0.02);
// Head tube
p = pos + vec3(0.66, -0.365, 0.0);
pR(p.yz, radians(90));
pR(p.xz, radians(8));
t = fOpUnionRound(t, sdTube(p, 0.05, 0.005, 0.13), 0.015);
// Whatever the wheel holding thingies (wht™) are called
t = fOpUnionRound(t, sdSubFrame(pos), 0.01);
return t;
}
float sdBowl(vec3 pos)
{
vec2 opR = opRevolution(pos + vec3(0.0, -0.74, 0.0), 0.2);
float ta = 3.14*1.5;
float tb = 3.14*0.5;
float t = sdArc(opR, vec2(sin(ta),cos(ta)), vec2(sin(tb),cos(tb)), 0.7, 0.05);
t = min(t, sdRoundRect(opR+vec2(0.0, 0.7), vec2(0.35, 0.05), vec4(0.0, 0.03, 0.0, 0.03)));
return max(-sdCircle(opR+vec2(0.0, 2.2), 1.5), t);
}
vec4 sdTableMat(vec3 pos)
{
vec3 p = pos + vec3(0.0, -0.02, 0.0);
p = opRepLim(p, 0.05, vec3(35.0, 0.0, 0.0));
vec4 pins = vec4(rgb(160, 82, 45), sdRoundBox(p, vec3(0.01, 0.01, 1.3), 0.01));
p = pos + vec3(0.0, -0.03, 0.0);
p = opRepLim(p, 0.62, vec3(0.0, 0.0, 2.0));
vec4 ropes = vec4(rgb(245, 222, 179), sdRoundBox(p, vec3(1.77, 0.01, 0.01), 0.01));
return opMinColored(pins, ropes);
}
float sdChopsticks(vec3 pos)
{
vec3 p = pos;
pR(p.yz, radians(90));
float t = sdCylinder(p, vec2(0.02, 0.8));
t = fOpUnionRound(t, sdBox(pos - vec3(0.0, 0.0, 0.9), vec3(0.024, 0.024, 0.15)), 0.015);
return t;
}
vec4 vocalScene(vec3 pos)
{
float punch = punch(iTime);
float beat = beat(iTime);
float spin = beat * 45.0 - 114.0;
vec4 obj = vec4(vec3(0.05), sdCylinder(pos+vec3(0.0, 0.0, 0.5), vec2(0.5+punch*0.1, 0.025))-0.025);
vec3 p = pos - vec3(0.0, 0.05, -0.5);
pR(p.xz, radians(spin));
p.x += 0.3;
pR(p.xy, radians(-13));
obj = opMinColored(obj, vec4(rgb(42, 183, 227), sdBikeFrame(p / 1.5) * 1.5));
if (beat > 152.0)
{
p = pos;
if (beat > 154.0)
{
p.x = abs(p.x);
}
p -= vec3(1.2, 0.0, 0.7);
pR(p.xz, radians(spin));
obj = opMinColored(obj, vec4(vec3(0.05), sdCylinder(p, vec2(0.5+punch*0.1, 0.025))-0.025));
p.y -= 0.05;
float bs = 0.7 + punch * 0.1;
obj = opMinColored(obj, vec4(vec3(0.9), sdBowl(p / bs) * bs));
pR(p.yz, radians(-30));
p -= vec3(0.0, 0.2, 0.4);
float chopz = sdChopsticks(p / bs) * bs;
p -= vec3(0.1, 0.03, 0.0);
pR(p.yz, radians(2.3));
pR(p.xz, radians(-15));
chopz = min(chopz, sdChopsticks(p / bs) * bs);
obj = opMinColored(obj, vec4(rgb(205,133,63), chopz));
}
obj = opMinColored(obj, sdTableMat(pos + vec3(0.0, 0.1, 0.0)));
return obj;
}
vec4 morphScene(vec3 pos)
{
float punch = punch(iTime);
float beat = beat(iTime);
vec3 p = pos;
p += vec3(0.0, 0.0, 0.0);
pModPolar(p.xz, 3);
p -= vec3(1.0, 0.0, 0.0);
pR(p.xz, radians(90));
p += vec3(0.0, -0.1, -0.35+punch*0.2);
const float k = 0.7;
float c = cos(k*p.x);
float s = sin(k*p.x);
mat2 m = mat2(vec2(c,-s),vec2(s,c));
vec3 q = vec3(m*p.xy,p.z);
pR(q.yz, radians(-25));
pR(q.xy, radians(10));
vec4 obj = vec4(rgb(255, 16, 32), sdBikeFrame(q));
if (beat > 168.0)
{
obj = opMinColoredSmooth(obj, vec4(vec3(0.9), sdBowl(pos)), 0.1);
}
if (beat > 170.0)
{
p = pos;
pR(p.yz, radians(-30));
p -= vec3(0.0, 0.27, 0.6);
float chopz = sdChopsticks(p / 1.3) * 1.3;
p -= vec3(0.1, 0.03, 0.0);
pR(p.yz, radians(2.3));
pR(p.xz, radians(-15));
chopz = min(chopz, sdChopsticks(p / 1.3) * 1.3);
obj = opMinColored(obj, vec4(rgb(205,133,63), chopz));
}
obj = opMinColored(obj, sdTableMat(pos));
if (beat > 192.0)
{
p = pos - vec3(0.01, 0.69, -1.0);
float fbs = 0.07;
obj = opMinColored(obj, vec4(vec3(0.05), sdBikeFrame(p / fbs) * fbs));
}
return obj;
}
vec4 scene(vec3 pos)
{
if (beat(iTime) >= 160.0)
{
return morphScene(pos);
}
return vocalScene(pos);
}
vec4 march(vec3 origin, vec3 direction)
{
float t = 0.0;
for (int i = 0; i < 64; i++)
{
vec4 res = scene(origin + direction * t);
if (res.w < (0.0005 * t))
{
return vec4(res.rgb, t);
}
t += res.w;
}
return vec4(-1.0);
}
vec3 getNormal(vec3 pos)
{
float c = scene(pos).w;
vec2 epsZero = vec2(0.001, 0.0);
return normalize(vec3(scene(pos + epsZero.xyy).w, scene(pos + epsZero.yxy).w, scene(pos + epsZero.yyx).w) - c);
}
vec3 render(vec3 rayOrigin, vec3 rayDirection)
{
vec3 color = vec3(1, 1, 1);
vec4 t = march(rayOrigin, rayDirection);
vec3 L = normalize(iBallPosition);
if (t.w == -1.0)
{
// Miss color
float kack = 0.8 - abs(rayDirection.y * 0.3 - 0.14) * 1.5;
color = vec3(kack, kack, 1.0);
}
else
{
vec3 pos = rayOrigin + rayDirection * t.w;
vec3 N = getNormal(pos);
float NoL = max(dot(N, L), 0.0);
vec3 LDirectional = vec3(1.0,1.0,1.0) * NoL;
vec3 LAmbient = vec3(0.1,0.1,0.1);
color = t.rgb * (LDirectional + LAmbient);
float shadow = 0.0;
vec3 shadowRayOrigin = pos + N * 0.01;
vec3 shadowRayDir = L;
if (march(shadowRayOrigin, shadowRayDir).w > -1.0)
{
shadow = 1.0;
}
color = mix(color, color*0.3, shadow);
}
return color;
}
vec2 normalizeScreenCoords(vec2 resolution, vec2 fragCoord)
{
vec2 result = 2.0 * (fragCoord / resolution.xy - 0.5);
result.x *= resolution.x / resolution.y;
return result;
}
vec3 getCameraRayDirection(vec2 uv)
{
vec3 forward = normalize(iCameraLookAt - iCameraPosition);
vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
vec3 up = normalize(cross(forward, right));
return normalize(uv.x * right + uv.y * up + forward * 2.0);
}
void fragment()
{
if (iTime < 49.37)
{
discard;
}
else
{
vec2 uv = normalizeScreenCoords(1.0 / SCREEN_PIXEL_SIZE, FRAGCOORD.xy);
vec3 rayDirection = getCameraRayDirection(uv);
vec3 col = render(iCameraPosition, rayDirection);
COLOR = vec4(pow(col, vec3(0.4545)), 1);
}
}