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shadertoy_matrix.py
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from wgpu_shadertoy import Shadertoy
# shadertoy source: https://www.shadertoy.com/view/NlsXDH by Kali CC-BY-NC-SA-3.0
# ported to wgsl
shader_code = """
const det = 0.001;
var<private> t: f32;
var<private> boxhit: f32;
var<private> adv: vec3<f32>;
var<private> boxp: vec3<f32>;
fn hash(p: vec2<f32>) -> f32 {
var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
p3 += vec3<f32>( dot(p3, p3.yzx + vec3<f32>(33.33)) );
return fract((p3.x + p3.y) * p3.z);
}
fn rot(a: f32) -> mat2x2<f32> {
let s=sin(a);
let c=cos(a);
return mat2x2<f32>(c, s, -s, c);
}
fn mod1( x : f32, y : f32 ) -> f32 {
return x - y * floor( x / y );
}
fn mod_2( v: vec2<f32>, y : f32 ) -> vec2<f32> {
return vec2<f32>(v.x - y * floor( v.x / y ), v.y - y * floor( v.y / y ));
}
fn path(t: f32) -> vec3<f32> {
var p = vec3<f32>(sin(t*.1)*10., cos(t*.05)*10., t);
p.x += smoothstep(.0,.5,abs(.5-fract(t*.02)))*10.;
return p;
}
fn fractal(p_: vec2<f32>) -> f32 {
var p = abs( 5.0 - mod_2( p_*0.2, 10.0 ) ) - 5.0;
var ot = 1000.;
for (var i = 0; i < 7; i+=1) {
p = abs(p) / clamp(p.x*p.y, 0.25, 2.0) - 1.0;
if (i > 0) {
ot = min(ot, abs(p.x)+0.7*fract(abs(p.y)*0.05+t*0.05 + f32(i)*0.3));
}
}
ot = exp(-10.*ot);
return ot;
}
fn box(p: vec3<f32>, l: vec3<f32>) -> f32 {
let c = abs(p)-l;
return length(max(vec3<f32>(0.),c))+min(0.,max(c.x,max(c.y,c.z)));
}
fn de(p_: vec3<f32>) -> f32 {
var p = p_;
boxhit = 0.0;
var p2 = p-adv;
let p2_xz = p2.xz*rot(t*0.2);
p2.x = p2_xz.x;
p2.z = p2_xz.y;
let p2_xy = p2.xy*rot(t*0.1);
p2.x = p2_xy.x;
p2.y = p2_xy.y;
let p2_yz = p2.yz*rot(t*0.15);
p2.y = p2_yz.x;
p2.z = p2_yz.y;
let b = box(p2, vec3<f32>(1.0));
let p_xy = p.xy - path(p.z).xy;
p.x = p_xy.x;
p.y = p_xy.y;
let s = sign(p.y);
p.y = -abs(p.y) - 3.0;
p.z = mod1(p.z, 20.0) - 10.0;
for (var i = 0; i < 5; i+=1) {
p = abs(p) - 1.0;
let p_xz = p.xz*rot(radians(s*-45.0));
p.x = p_xz.x;
p.z = p_xz.y;
let p_yz = p.yz*rot(radians(90.0));
p.y = p_yz.x;
p.z = p_yz.y;
}
let f = -box(p, vec3<f32>(5.0, 5.0, 10.0));
let d = min(f,b);
if (d == b) {
boxp = p2;
boxhit = 1.0;
}
return d*0.7;
}
fn march(fro: vec3<f32>, dir: vec3<f32>, frag_coord: vec2<f32>) -> vec3<f32> {
var p = vec3<f32>(0.);
var n = vec3<f32>(0.);
var g = vec3<f32>(0.);
var d = 0.0;
var td = 0.0;
for (var i = 0; i < 80; i+=1) {
p = fro + td*dir;
d = de(p) * (1.0- hash( frag_coord.xy + vec2<f32>(t) )*0.3);
if (d < det && boxhit < 0.5) {
break;
}
td += max(det, abs(d));
let f = fractal(p.xy)+fractal(p.xz)+fractal(p.yz);
let b = fractal(boxp.xy)+fractal(boxp.xz)+fractal(boxp.yz);
let colf = vec3<f32>(f*f,f,f*f*f);
let colb = vec3<f32>(b+.1,b*b+.05,0.);
g += colf / (3.0 + d*d*2.0) * exp(-0.0015*td*td) * step(5.0,td) / 2.0 * (1.0-boxhit);
g += colb / (10.0 + d*d*20.0) * boxhit*0.5;
}
return g;
}
fn lookat(dir_: vec3<f32>, up: vec3<f32>) -> mat3x3<f32> {
let dir = normalize(dir_);
let rt = normalize(cross(dir, normalize(up)));
return mat3x3<f32>(rt, cross(rt, dir), dir);
}
fn shader_main(frag_coord: vec2<f32>) -> vec4<f32> {
let uv = (frag_coord-i_resolution.xy*.5)/i_resolution.y;
t=i_time*7.0;
let fro=path(t);
adv=path(t+6.+sin(t*.1)*3.);
var dir=normalize(vec3<f32>(uv, 0.7));
dir=lookat(adv-fro, vec3<f32>(0.0, 1.0, 0.0)) * dir;
let col=march(fro, dir, frag_coord);
return vec4<f32>(col,1.0);
}
"""
shader = Shadertoy(shader_code, resolution=(800, 450))
if __name__ == "__main__":
shader.show()