Tokyo by night in the rain. The car model is made by Eiffie (Shiny Toy': shadertoy.com/view/ldsgwb). I have never been in Tokyo btw.
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precision highp float; uniform float iTime; uniform vec2 iResolution; varying vec2 vScreen; // Created by Reinder Nijhoff 2014 // Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. // @reindernijhoff // // https://www.shadertoy.com/view/Xtf3zn // // car model is made by Eiffie // shader 'Shiny Toy': https://www.shadertoy.com/view/ldsGWB #define BUMPMAP #define MARCHSTEPS 128 #define MARCHSTEPSREFLECTION 48 #define LIGHTINTENSITY 5. //---------------------------------------------------------------------- const vec3 backgroundColor = vec3(0.2,0.4,0.6) * 0.09; #define time (iTime + 90.) //---------------------------------------------------------------------- // noises float hash( float n ) { return fract(sin(n)*687.3123); } float noise( in vec2 x ) { vec2 p = floor(x); vec2 f = fract(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*157.0; return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), mix( hash(n+157.0), hash(n+158.0),f.x),f.y); } const mat2 m2 = mat2( 0.80, -0.60, 0.60, 0.80 ); float fbm( vec2 p ) { float f = 0.0; f += 0.5000*noise( p ); p = m2*p*2.02; f += 0.2500*noise( p ); p = m2*p*2.03; f += 0.1250*noise( p ); p = m2*p*2.01; // f += 0.0625*noise( p ); return f/0.9375; } //---------------------------------------------------------------------- // distance primitives float udRoundBox( vec3 p, vec3 b, float r ) { return length(max(abs(p)-b,0.0))-r; } float sdBox( in vec3 p, in vec3 b ) { vec3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); } float sdSphere( in vec3 p, in float s ) { return length(p)-s; } float sdCylinder( in vec3 p, in 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)); } //---------------------------------------------------------------------- // distance operators float opU( float d2, float d1 ) { return min( d1,d2); } float opS( float d2, float d1 ) { return max(-d1,d2); } float smin( float a, float b, float k ) { return -log(exp(-k*a)+exp(-k*b))/k; } //from iq //---------------------------------------------------------------------- // Map functions // car model is made by Eiffie // shader 'Shiny Toy': https://www.shadertoy.com/view/ldsGWB float mapCar(in vec3 p0){ vec3 p=p0+vec3(0.0,1.24,0.0); float r=length(p.yz); float d= length(max(vec3(abs(p.x)-0.35,r-1.92,-p.y+1.4),0.0))-0.05; d=max(d,p.z-1.0); p=p0+vec3(0.0,-0.22,0.39); p.xz=abs(p.xz)-vec2(0.5300,0.9600);p.x=abs(p.x); r=length(p.yz); d=smin(d,length(max(vec3(p.x-0.08,r-0.25,-p.y-0.08),0.0))-0.04,8.0); d=max(d,-max(p.x-0.165,r-0.24)); float d2=length(vec2(max(p.x-0.13,0.0),r-0.2))-0.02; d=min(d,d2); return d; } float dL; // minimal distance to light float map( const in vec3 p ) { vec3 pd = p; float d; pd.x = abs( pd.x ); pd.z *= -sign( p.x ); float ch = hash( floor( (pd.z+18.*time)/40. ) ); float lh = hash( floor( pd.z/13. ) ); vec3 pdm = vec3( pd.x, pd.y, mod( pd.z, 10.) - 5. ); dL = sdSphere( vec3(pdm.x-8.1,pdm.y-4.5,pdm.z), 0.1 ); dL = opU( dL, sdBox( vec3(pdm.x-12., pdm.y-9.5-lh, mod( pd.z, 91.) - 45.5 ), vec3(0.2,4.5, 0.2) ) ); dL = opU( dL, sdBox( vec3(pdm.x-12., pdm.y-11.5+lh, mod( pd.z, 31.) - 15.5 ), vec3(0.22,5.5, 0.2) ) ); dL = opU( dL, sdBox( vec3(pdm.x-12., pdm.y-8.5-lh, mod( pd.z, 41.) - 20.5 ), vec3(0.24,3.5, 0.2) ) ); if( lh > 0.5 ) { dL = opU( dL, sdBox( vec3(pdm.x-12.5,pdm.y-2.75-lh, mod( pd.z, 13.) - 6.5 ), vec3(0.1,0.25, 3.2) ) ); } vec3 pm = vec3( mod( pd.x + floor( pd.z * 4. )*0.25, 0.5 ) - 0.25, pd.y, mod( pd.z, 0.25 ) - 0.125 ); d = udRoundBox( pm, vec3( 0.245,0.1, 0.12 ), 0.005 ); d = opS( d, -(p.x+8.) ); d = opU( d, pd.y ); vec3 pdc = vec3( pd.x, pd.y, mod( pd.z+18.*time, 40.) - 20. ); // car if( ch > 0.75 ) { pdc.x += (ch-0.75)*4.; dL = opU( dL, sdSphere( vec3( abs(pdc.x-5.)-1.05, pdc.y-0.55, pdc.z ), 0.025 ) ); dL = opU( dL, sdSphere( vec3( abs(pdc.x-5.)-1.2, pdc.y-0.65, pdc.z+6.05 ), 0.025 ) ); d = opU( d, mapCar( (pdc-vec3(5.,-0.025,-2.3))*0.45 ) ); } d = opU( d, 13.-pd.x ); d = opU( d, sdCylinder( vec3(pdm.x-8.5, pdm.y, pdm.z), vec2(0.075,4.5)) ); d = opU( d, dL ); return d; } //---------------------------------------------------------------------- vec3 calcNormalSimple( in vec3 pos ) { const vec2 e = vec2(1.0,-1.0)*0.005; vec3 n = normalize( e.xyy*map( pos + e.xyy ) + e.yyx*map( pos + e.yyx ) + e.yxy*map( pos + e.yxy ) + e.xxx*map( pos + e.xxx ) ); return n; } vec3 calcNormal( in vec3 pos ) { vec3 n = calcNormalSimple( pos ); if( pos.y > 0.12 ) return n; #ifdef BUMPMAP vec2 oc = floor( vec2(pos.x+floor( pos.z * 4. )*0.25, pos.z) * vec2( 2., 4. ) ); if( abs(pos.x)<8. ) { oc = pos.xz; } vec3 p = pos * 250.; vec3 xn = 0.05*vec3(noise(p.xz)-0.5,0.,noise(p.zx)-0.5); xn += 0.1*vec3(fbm(oc.xy)-0.5,0.,fbm(oc.yx)-0.5); n = normalize( xn + n ); #endif return n; } vec3 int1, int2, nor1; vec4 lint1, lint2; float intersect( in vec3 ro, in vec3 rd ) { const float precis = 0.001; float h = precis*2.0; float t = 0.; int1 = int2 = vec3( -500. ); lint1 = lint2 = vec4( -500. ); float mld = 100.; for( int i=0; i < MARCHSTEPS; i++ ) { h = map( ro+rd*t ); if(dL < mld){ mld=dL; lint1.xyz = ro+rd*t; lint1.w = abs(dL); } if( h < precis ) { int1.xyz = ro+rd*t; break; } t += max(h, precis*2.); } if( int1.z < -400. || t > 300.) { // check intersection with plane y = -0.1; float d = -(ro.y + 0.1)/rd.y; if( d > 0. ) { int1.xyz = ro+rd*d; } else { return -1.; } } ro = ro + rd*t; nor1 = calcNormal(ro); ro += 0.01*nor1; rd = reflect( rd, nor1 ); t = 0.0; h = precis*2.0; mld = 100.; for( int i=0; i < MARCHSTEPSREFLECTION; i++ ) { h = map( ro+rd*t ); if(dL < mld){ mld=dL; lint2.xyz = ro+rd*t; lint2.w = abs(dL); } if( h < precis ) { int2.xyz = ro+rd*t; return 1.; } t += max(h, precis*2.); } return 0.; } //---------------------------------------------------------------------- // shade vec3 shade( in vec3 ro, in vec3 pos, in vec3 nor ) { vec3 col = vec3(0.5); if( abs(pos.x) > 15. || abs(pos.x) < 8. ) col = vec3( 0.02 ); if( pos.y < 0.01 ) { if( abs( int1.x ) < 0.1 ) col = vec3( 0.9 ); if( abs( abs( int1.x )-7.4 ) < 0.1 ) col = vec3( 0.9 ); } float sh = clamp( dot( nor, normalize( vec3( -0.3, 0.3, -0.5 ) ) ), 0., 1.); col *= (sh * backgroundColor); if( abs( pos.x ) > 12.9 && pos.y > 9.) { // windows float ha = hash( 133.1234*floor( pos.y / 3. ) + floor( (pos.z) / 3. ) ); if( ha > 0.95) { col = ( (ha-0.95)*10.) * vec3( 1., 0.7, 0.4 ); } } col = mix( backgroundColor, col, exp( min(max(0.1*pos.y,0.25)-0.065*distance(pos, ro),0.) ) ); return col; } vec3 getLightColor( in vec3 pos ) { vec3 lcol = vec3( 1., .7, .5 ); vec3 pd = pos; pd.x = abs( pd.x ); pd.z *= -sign( pos.x ); float ch = hash( floor( (pd.z+18.*time)/40. ) ); vec3 pdc = vec3( pd.x, pd.y, mod( pd.z+18.*time, 40.) - 20. ); if( ch > 0.75 ) { // car pdc.x += (ch-0.75)*4.; if( sdSphere( vec3( abs(pdc.x-5.)-1.05, pdc.y-0.55, pdc.z ), 0.25) < 2. ) { lcol = vec3( 1., 0.05, 0.01 ); } } if( pd.y > 2. && abs(pd.x) > 10. && pd.y < 5. ) { float fl = floor( pd.z/13. ); lcol = 0.4*lcol+0.5*vec3( hash( .1562+fl ), hash( .423134+fl ), 0. ); } if( abs(pd.x) > 10. && pd.y > 5. ) { float fl = floor( pd.z/2. ); lcol = 0.5*lcol+0.5*vec3( hash( .1562+fl ), hash( .923134+fl ), hash( .423134+fl ) ); } return lcol; } float randomStart(vec2 co){return 0.8+0.2*hash(dot(co,vec2(123.42,117.853))*412.453);} //---------------------------------------------------------------------- // main void main() { vec2 p = vScreen; vec2 q = gl_FragCoord.xy / iResolution.xy; // camera float z = time; float x = -10.9+1.*sin(time*0.2); vec3 ro = vec3(x, 1.3+.3*cos(time*0.26), z-1.); vec3 ta = vec3(-8.,1.3+.4*cos(time*0.26), z+4.+cos(time*0.04)); vec3 ww = normalize( ta - ro ); vec3 uu = normalize( cross(ww,vec3(0.0,1.0,0.0) ) ); vec3 vv = normalize( cross(uu,ww)); vec3 rd = normalize( -p.x*uu + p.y*vv + 2.2*ww ); vec3 col = backgroundColor; // raymarch float ints = intersect(ro+randomStart(p)*rd ,rd ); if( ints > -0.5 ) { // calculate reflectance float r = 0.09; if( int1.y > 0.129 ) r = 0.025 * hash( 133.1234*floor( int1.y / 3. ) + floor( int1.z / 3. ) ); if( abs(int1.x) < 8. ) { if( int1.y < 0.01 ) { // road r = 0.007*fbm(int1.xz); } else { // car r = 0.02; } } if( abs( int1.x ) < 0.1 ) r *= 4.; if( abs( abs( int1.x )-7.4 ) < 0.1 ) r *= 4.; r *= 2.; col = shade( ro, int1.xyz, nor1 ); if( ints > 0.5 ) { col += r * shade( int1.xyz, int2.xyz, calcNormalSimple(int2.xyz) ); } if( lint2.w > 0. ) { col += (r*LIGHTINTENSITY*exp(-lint2.w*7.0)) * getLightColor(lint2.xyz); } } // Rain (by Dave Hoskins) vec2 st = 256. * ( p* vec2(.5, .01)+vec2(time*.13-q.y*.6, time*.13) ); float f = noise( st ) * noise( st*0.773) * 1.55; f = 0.25+ clamp(pow(abs(f), 13.0) * 13.0, 0.0, q.y*.14); if( lint1.w > 0. ) { col += (f*LIGHTINTENSITY*exp(-lint1.w*7.0)) * getLightColor(lint1.xyz); } col += 0.25*f*(0.2+backgroundColor); // post processing col = pow( clamp(col,0.0,1.0), vec3(0.4545) ); col *= 1.2*vec3(1.,0.99,0.95); col = clamp(1.06*col-0.03, 0., 1.); // q.y = (q.y-.12)*(1./0.76); col *= 0.5 + 0.5*pow( 16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y), 0.1 ); gl_FragColor = vec4( col, 1.0 ); }