Experiment to generate some well-known textures (from the first-person shooter video game developed by id Software) in a textureless shader.
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#version 300 es // Wolfenstein. Created by Reinder Nijhoff 2013 // Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. // @reindernijhoff // // https://www.shadertoy.com/view/4sfGWX // precision highp float; uniform float iTime; uniform vec2 iResolution; out vec4 fragColor; #define NUM_MATERIALS 3 #define NUM_OBJECTS 1 #define SECONDS_IN_ROOM 3. #define ROOM_SIZE 10. #define MAXSTEPS 17 #define MATERIAL_DOOR 200 #define MATERIAL_DOORWAY 201 #define COL(r,g,b) vec3(r/255.,g/255.,b/255.) #define time (iTime+40.) vec3 rdcenter; //---------------------------------------------------------------------- // Math functions float hash( const float n ) { return fract(sin(n*14.1234512)*51231.545341231); } float hash( const vec2 x ) { float n = dot( x, vec2(14.1432,1131.15532) ); return fract(sin(n)*51231.545341231); } float crossp( const vec2 a, const vec2 b ) { return a.x*b.y - a.y*b.x; } vec3 rotate(vec3 r, float v){ return vec3(r.x*cos(v)+r.z*sin(v),r.y,r.z*cos(v)-r.x*sin(v));} bool intersectSegment(const vec3 ro, const vec3 rd, const vec2 a, const vec2 b, out float dist, out float u) { vec2 p = ro.xz; vec2 r = rd.xz; vec2 q = a-p; vec2 s = b-a; float rCrossS = crossp(r, s); if( rCrossS == 0.){ return false; } else { dist = crossp(q, s) / rCrossS; u = crossp(q, r) / rCrossS; if(0. <= dist && 0. <= u && u <= 1.){ return true; } else { return false; } } } //---------------------------------------------------------------------- // Material helper functions float onCircle( const vec2 c, const vec2 centre, const float radius ) { return clamp( 4.*(radius - distance(c,centre)), 0., 1. ); } float onCircleLine( const vec2 c, const vec2 centre, const float radius ) { return clamp( 1.-1.5*abs(radius - distance(c,centre)), 0., 1. ); } float onLine( const float c, const float b ) { return clamp( 1.-abs(b-c), 0., 1. ); } float onBand( const float c, const float mi, const float ma ) { return clamp( (ma-c+1.), 0., 1. )*clamp( (c-mi+1.), 0., 1. ); } float onLineSegmentX( const vec2 c, const float b, const float mi, const float ma ) { return onLine( c.x, b )*onBand( c.y, mi, ma ); } float onLineSegmentY( const vec2 c, const float b, const float mi, const float ma ) { return onLine( c.y, b )*onBand( c.x, mi, ma ); } float onRect( const vec2 c, const vec2 lt, const vec2 rb ) { return onBand( c.x, lt.x, rb.x )*onBand( c.y, lt.y, rb.y ); } vec3 addBevel( const vec2 c, const vec2 lt, const vec2 rb, const float size, const float strength, const float lil, const float lit, const vec3 col ) { float xl = clamp( (c.x-lt.x)/size, 0., 1. ); float xr = clamp( (rb.x-c.x)/size, 0., 1. ); float yt = clamp( (c.y-lt.y)/size, 0., 1. ); float yb = clamp( (rb.y-c.y)/size, 0., 1. ); return mix( col, col*clamp(1.0+strength*(lil*(xl-xr)+lit*(yb-yt)), 0., 2.), onRect( c, lt, rb ) ); } vec3 addKnob( const vec2 c, const vec2 centre, const float radius, const float strength, const vec3 col ) { vec2 lv = normalize( centre-c ); return mix( col, col*(1.0+strength*dot(lv,vec2(-0.7071,0.7071))), onCircle(c, centre, radius ) ); } float stepeq( float a, float b ) { return step( a, b )*step( b, a ); } //---------------------------------------------------------------------- // Generate materials! void getMaterialColor( const int material, in vec2 uv, const float decorationHash, out vec3 col ) { vec3 fgcol; uv = floor( mod(uv+64., vec2(64.)) ); vec2 uvs = uv / 64.; // basecolor vec3 basecol = vec3( mix(55./255.,84./255.,uvs.y ) ); float br = hash(uv); col = basecol; // grey bricks if( material == 0 || material == 1 ) { vec2 buv = vec2( mod(uv.x+1. + (floor((uv.y+1.) / 16.) * 16.), 32.) , mod( uv.y+1., 16.) ); float bbr = mix( 190./255., 91./255., (buv.y)/14. ) + 0.05*br; if ( buv.x < 2. || buv.y < 2.) { bbr = 72./255.; } col = vec3(bbr*0.95); col = addBevel( buv, vec2(1.,1.), vec2( 31.5, 15.), 2., 0.35, 1., 1., col); // blue wall if( material == 1 ) { col *= 1.3*COL(11.,50.,209.); col = mix( col, COL(2.,15.,86.), onBand(uv.y,14.,49.)); col = mix( col, COL(9.,44.,185.)*(0.9+0.1*br), onBand(uv.y,16.,47.)); col = mix( col, COL(3.,25.,122.), onBand(uv.y,21.,42.)); col = addBevel( uv, vec2(-1.,16.), vec2( 65., 21.), 1., 0.35, 1., 1., col); col = addBevel( uv, vec2(-1.,43.), vec2( 65., 48.), 1., 0.35, 1., 1., col); col = mix( col, COL(2.,11.,74.), onRect(uv, vec2(22.,22.), vec2(42.,42.))); col = mix( col, COL(9.,44.,185.)*(0.95+0.1*br), onRect(uv, vec2(22.,23.), vec2(42.,40.))); col = addBevel( uv, vec2(22.,23.), vec2(42.,40.), 1., 0.2, -1., 1., col); col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.x-26.)/3.), onRect(uv, vec2(26.,23.), vec2(29.,29.))); col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/2.), onRect(uv, vec2(22.,34.), vec2(29.,36.))); col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-27.)/2.), onRect(uv, vec2(35.,27.), vec2(42.,29.))); col = mix( col, mix(COL(2.,11.,74.), COL(3.,25.,122.), (uv.y-34.)/8.), onRect(uv, vec2(35.,34.), vec2(38.,42.))); } } // wooden wall else if( material == 2 ) { float mx = mod( uv.x, 64./5. ); float h1 = hash( floor(uv.x/(64./5.)) ); float h2 = hash( 1.+1431.16*floor(uv.x/(64./5.)) ); col = mix( COL(115.,75.,43.),COL( 71.,56.,26.), smoothstep( 0.2, 1., (0.7+h2)*abs(mod( h2-uv.y*(0.05+0.1*h2)+(1.+h1+h2)*sin(mx*(0.1+0.2*h2)), 2. )-1.) ) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x)/2.), step(uv.x,2.) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-10.)/2.), step(10.,uv.x)*step(uv.x,12.) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-26.)/2.), step(26.,uv.x)*step(uv.x,28.) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-40.)/2.), step(40.,uv.x)*step(uv.x,42.) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.x-54.)/2.), step(54.,uv.x)*step(uv.x,56.) ); col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x- 8.)), step( 8.,uv.x)*step(uv.x,9.) ); col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-24.)), step(24.,uv.x)*step(uv.x,25.) ); col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-38.)), step(38.,uv.x)*step(uv.x,39.) ); col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-52.)), step(52.,uv.x)*step(uv.x,53.) ); col = mix( col, mix(COL(83.,60.,31.), COL(142.,91.,56.), (uv.x-62.)), step(62.,uv.x) ); col = mix( col, mix(COL(40.,31.,13.), COL(142.,91.,56.), (uv.y)/2.), step(uv.y,2.) ); col *= 1.-0.3*stepeq(uv.y,3.); } // door else if( material == MATERIAL_DOOR ) { fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); fgcol = addBevel( uv, vec2(-1.,1.), vec2(62.,66.), 2., 0.4, -1., -1., fgcol); fgcol = addBevel( uv, vec2( 6.,6.), vec2(57.,57.), 2.25, 0.5, -1., -1., fgcol); fgcol = mix( addKnob( mod( uv, vec2(8.) ), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uv, vec2( 6.,6.), vec2(57.,57.)) ) ; //knob fgcol *= 1.-0.2*onRect( uv, vec2( 13.5, 28.5 ), vec2( 22.5, 44.5 ) ); fgcol = mix( fgcol, mix( COL(44.,44.,44.),COL(152.,152.,152.), ((uv.x+(43.-uv.y)-15.)/25. ) ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ); fgcol = addBevel( uv, vec2( 15., 27. ), vec2( 24., 43. ), 1., 0.45, 1., 1., fgcol); fgcol = mix( fgcol, addKnob( mod( uv, vec2(6.) ), vec2(4.25,5.5), 1.15, 0.75, fgcol ), onRect( uv, vec2( 15., 27. ), vec2( 24., 43. ) ) ) ; fgcol *= 1.-0.5*onRect( uv, vec2( 16.5, 33.5 ), vec2( 20.5, 38.5 ) ); fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(37.-uv.y)-18.)/7. ) ), onRect( uv, vec2( 18., 33. ), vec2( 21., 37. ) ) ); fgcol = mix( fgcol, COL(0.,0.,0.), onRect( uv, vec2( 19., 34. ), vec2( 20., 35.7 ) ) ); fgcol *= 1.-0.2*onRect( uv, vec2( 6.5, 29.5 ), vec2( 10.5, 41.5 ) ); fgcol = mix( fgcol, mix( COL(88.,84.,11.),COL(251.,242.,53.), ((uv.x+(40.-uv.y)-9.)/13. ) ), onRect( uv, vec2( 9., 29. ), vec2( 11., 40. ) ) ); fgcol = addBevel( uv, vec2( 9., 29. ), vec2( 11., 40. ), 0.75, 0.5, 1., 1., fgcol); col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); } // doorway else if( material == MATERIAL_DOORWAY ) { fgcol = COL(44., 176., 175.)*(0.95+0.15*sin(-0.25+ 4.*((-0.9-uvs.y)/(1.3-0.8*uvs.x)) ) ); vec2 uvhx = vec2( 32.-abs(uv.x-32.), uv.y ); fgcol = addBevel( uvhx, vec2(-1.,1.), vec2(28.,66.), 2., 0.4, -1., -1., fgcol); fgcol = addBevel( uvhx, vec2( 6.,6.), vec2(23.,57.), 2.25, 0.5, -1., -1., fgcol); fgcol = mix( addKnob( vec2( mod( uvhx.x, 22. ), mod( uvhx.y, 28. )), vec2(3.5), 1.65, 0.5, fgcol ), fgcol, onRect( uvhx, vec2( 6.,6.), vec2(24.,57.)) ) ; fgcol = mix( fgcol, vec3(0.), onRect( uv, vec2( 29., 1.), vec2( 35., 63.) ) ); col = mix( basecol, fgcol, onRect( uv, vec2(1.,1.), vec2(62.,62.) ) ); } // prison door if( decorationHash > 0.93 && material < (NUM_MATERIALS+1) ) { vec4 prisoncoords = vec4(12.,14.,52.,62.); // shadow col *= 1.-0.5*onRect( uv, vec2( 11., 13. ), vec2( 53., 63. ) ); // hinge col = mix( col, COL(72.,72.,72.), stepeq(uv.x, 53.)*step( mod(uv.y+2.,25.), 5.)*step(13.,uv.y) ); col = mix( col, COL(100.,100.,100.), stepeq(uv.x, 53.)*step( mod(uv.y+1.,25.), 3.)*step(13.,uv.y) ); vec3 pcol = vec3(0.)+COL(100.,100.,100.)*step( mod(uv.x-4., 7.), 0. ); pcol += COL(55.,55.,55.)*step( mod(uv.x-5., 7.), 0. ); pcol = addBevel(uv, vec2(0.,17.), vec2(63.,70.), 3., 0.8, 0., -1., pcol); pcol = addBevel(uv, vec2(0.,45.), vec2(22.,70.), 3., 0.8, 0., -1., pcol); fgcol = COL(72.,72.,72.); fgcol = addBevel(uv, prisoncoords.xy, prisoncoords.zw+vec2(1.,1.), 1., 0.5, -1., 1., fgcol ); fgcol = addBevel(uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(2.,1.), 1., 0.5, 1., -1., fgcol ); fgcol = mix( fgcol, pcol, onRect( uv, prisoncoords.xy+vec2(3.,3.), prisoncoords.zw-vec2(3.,2.) ) ); fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uv, vec2(15.,32.5), vec2(21.,44.) ) ); fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.) ), stepeq(uv.x, 15.)*step(37.,uv.y)*step(uv.y,38.) ); fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(43.,43.,43.), (uv.y-37.)/3. ), stepeq(uv.x, 17.)*step(37.,uv.y)*step(uv.y,40.) ); fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 18.)*step(37.,uv.y)*step(uv.y,41.) ); fgcol = mix( fgcol, mix( COL(0.,0.,0.), COL(100.,100.,100.), (uv.y-37.)/3. ), stepeq(uv.x, 18.)*step(36.,uv.y)*step(uv.y,40.) ); fgcol = mix( fgcol, COL(43.,43.,43.), stepeq(uv.x, 19.)*step(37.,uv.y)*step(uv.y,40.) ); fgcol = mix( fgcol, mix( COL(84.,84.,84.), COL(108.,108.,108.), (uv.x-15.)/2. ), stepeq(uv.y, 32.)*step(15.,uv.x)*step(uv.x,17.) ); fgcol = mix( fgcol, COL(81.,81.,81.), stepeq(uv.y, 32.)*step(20.,uv.x)*step(uv.x,21.) ); col = mix( col, fgcol, onRect( uv, prisoncoords.xy, prisoncoords.zw ) ); } // flag else if( decorationHash > 0.63 && material < (NUM_MATERIALS+1) ) { vec2 uvc = uv-vec2(32.,30.); // shadow vec4 shadowcoords = vec4( 14., 7., 54., max( 56. + sin( uv.x*0.32-1. ),56.) ); col *= 1.-0.3*onRect( uv, vec2( 6., 6. ), vec2( 61., 7. ) ); col *= 1.-0.3*clamp( 0.25*(56.-uv.x), 0., 1.)*onRect( uv, shadowcoords.xy, shadowcoords.zw ); // rod col = mix( col, COL(250.,167.,98.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 4., 6.5 ) ); col = mix( col, COL(251.,242.,53.), onLineSegmentY( uv, 5., 4., 60. ) ); col = mix( col, COL(155.,76.,17.), onLineSegmentY( uv, 6., 4., 60. ) ); col = mix( col, COL(202.,96.,25.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 26., 28. ) ); col = mix( col, COL(251.,242.,53.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 3., 7. ) ); col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 25., 4.3, 5.5 ) ); col = mix( col, COL(252.,252.,217.), onLineSegmentX( vec2( abs(uv.x-32.), uv.y ), 26., 5.3, 5.5 ) ); col = mix( col, COL(0.,0.,0.), onLineSegmentY( vec2( abs(uv.x-32.), uv.y ), 6., 18.3, 19.5 ) ); // flag vec4 flagcoords = vec4( 13., min( 9.5 - pow(5.5* (uvs.x-0.5), 2.), 9. ), 51., max( 55. + sin( uv.x*0.4+2.7 ),55.) ); fgcol = COL(249.,41.,27.); fgcol = mix( fgcol, COL(255.,255.,255.), onBand( min(abs(uvc.x), abs(uvc.y)), 2., 4. ) ); fgcol = mix( fgcol, COL(72.,72.,72.), onLine( min(abs(uvc.x), abs(uvc.y)), 3. ) ); fgcol = mix( fgcol, COL(255.,255.,255.), onCircle( uv, vec2(32.,30.), 12.5 ) ); fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 11. ) ); fgcol = mix( fgcol, COL(0.,0.,0.), onCircleLine( uv, vec2(32.,30.), 9. ) ); vec2 uvr = vec2( (uvc.x-uvc.y)*0.7071, (uvc.y+uvc.x)*0.7071)*sign( uvc.x+0.5 ); fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(1.,4.) ) ); fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-4.2, 4.2), vec2(1.,6.15) ) ); fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2(-1.,-1.), vec2(4.,1.) ) ); fgcol = mix( fgcol, COL(72.,72.,72.), onRect( uvr, vec2( 4.2,-1.), vec2(6.15,4.2) ) ); fgcol *= (0.8+0.2*sin( uv.x*0.4+2.7 )); fgcol *= (0.8+0.2*clamp( 0.5*(uv.y-7.), 0., 1.)); // mix flag on background col = mix( col, fgcol, onRect( uv, flagcoords.xy, flagcoords.zw ) ); } // fake 8-bit color palette and dithering col = floor( (col+0.5*mod(uv.x+uv.y,2.)/32.)*32.)/32.; } bool getObjectColor( const int object, in vec2 uv, inout vec3 icol ) { uv = floor( mod(uv, vec2(64.)) ); vec2 uvs = uv / 64.; vec3 col = vec3(20./255.); float d; // only a lamp for now // lamp top d = distance( uv*vec2(1.,2.), vec2(28.1, 5.8)*vec2(1.,2.) ); col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( d/8.-0.2, 0., 1.) ), onCircle(uv, vec2(31.,13.6), 11.7 )*step( uv.y, 6. )); col = mix( col, COL(9.,75.,6.), onCircleLine( uv, vec2(31.,14.), 11.6 ) * step( length(uv-vec2(31.,13.6)), 11.7 )*step( uv.y, 6. ) ); col = mix( col, COL(100.,100.,100.), onLine( abs(uv.x-31.), 1. )*step( uv.y, 1. ) ); col = mix( col, COL(140.,140.,140.), onLine( abs(uv.x-31.), 0.25 )*step( uv.y, 1. )*step( 1., uv.y ) ); // lamp bottom d = distance( uv*vec2(1.,2.), vec2(30.5, 6.5)*vec2(1.,2.) ); col = mix( col, mix( COL(41.,250.,46.), COL(13.,99.,12.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 7.) ); col = mix( col, mix( COL(41.,250.,46.), COL(16.,123.,17.), clamp( abs(uv.x-31.)/4.-1.25, 0., 1. )), step( abs(uv.x-31.), 9. )*stepeq( uv.y, 8.) ); col = mix( col, mix( COL(133.,250.,130.), COL(22.,150.,23.), clamp( abs(uv.x-31.)/4.-0.75, 0., 1. )), step( abs(uv.x-31.), 7. )*stepeq( uv.y, 9.) ); col = mix( col, mix( COL(255.,251.,187.), col, clamp( d/4.5-0.6, 0., 1.) ), onCircle(uv, vec2(31.,1.), 10.2 )*step( uv.y, 8. )*step( 7., uv.y )); col = mix( col, mix( COL(255.,255.,255.), col, clamp( d/4.-0.7, 0., 1.) ), onCircle(uv, vec2(31.,1.), 7.2 )*step( uv.y, 8. )*step( 7., uv.y )); // floor d = distance( vec2(mod(uv.x, 32.),uv.y)*vec2(1.5,30./3.), vec2(16., 61.5)*vec2(1.5,30./3.) ); col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(d/15.-0.5, 0., 1.) ), step(d,24.5)); col = mix( col, mix( COL(124.,124.,124.), COL(140.,140.,140.), clamp((uv.y-59.)/1., 0., 1.)), step(59.,uv.y)*step(uv.x, 57.)*step(7.,uv.x)); col = mix( col, mix( COL(168.,168.,168.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2., 0., 1.)), step(uv.y, 62.)*step(62.,uv.y)*step(uv.x, 61.)*step(3.,uv.x)); col = mix( col, mix( COL(152.,152.,152.), COL(124.,124.,124.), clamp(abs(32.-uv.x)/10.-2.25, 0., 1.)), step(uv.y, 61.)*step(61.,uv.y)*step(uv.x, 59.)*step(5.,uv.x)); col = floor( (col)*32.)/32.; if( any(notEqual(col, vec3(floor((20./255.)*32.)/32.))) ) { icol = col; return true; } return false; } //---------------------------------------------------------------------- // Proocedural MAP functions bool isWall( const vec2 vos ) { return vos.y<0.4*ROOM_SIZE || vos.y>2.75*ROOM_SIZE || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(0.,0.) ) ); } bool isDoor( const vec2 vos ) { return isWall(vos) && ((hash(vos)>0.75 && any( equal( mod( vos, vec2( ROOM_SIZE*0.5 ) ), vec2(2.) ) )) || any( equal( mod( vos, vec2( ROOM_SIZE ) ), vec2(ROOM_SIZE*0.5) ) )); } bool isObject( const vec2 vos ) { return hash( vos*10. ) > 0.95; } bool map( const vec2 vos ) { return isObject( vos ) || isWall( vos ); } //---------------------------------------------------------------------- // Render MAP functions bool intersectSprite( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 nor, out vec2 uv ) { float dist, u; vec2 a = vos.xz + nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); vec2 b = vos.xz - nor.zx*vec2(-0.5,0.5) + vec2(0.5, 0.5); if( intersectSegment( ro, rd, a, b, dist, u) ) { uv.x = u; uv.y = 1.-(ro+dist*rd).y; if( sign(nor.x)<0. ) uv.x = 1.-uv.x; return uv.y>0.&&uv.y<1.; } return false; } int getMaterialId( const vec2 vos ) { return int( mod( 521.21 * hash( floor((vos-vec2(0.5))/ROOM_SIZE ) ), float(NUM_MATERIALS)) ); } bool getColorForPosition( const vec3 ro, const vec3 rd, const vec3 vos, const vec3 pos, const vec3 nor, inout vec3 col ) { vec2 uv; if( isWall( vos.xz ) ) { if( isDoor( vos.xz ) ) { if( intersectSprite( ro, rd, vos+nor*0.03, nor, uv ) ) { // open the door uv.x -= clamp( 2.-0.75*distance( ro.xz, vos.xz+vec2(0.5) ), 0., 1.); if( uv.x > 0. ) { getMaterialColor( MATERIAL_DOOR, uv*64., 0., col ); return true; } } return false; } // a wall is hit if( pos.y <= 1. && pos.y >= 0. ) { vec2 mpos = vec2( dot(vec3(-nor.z,0.0,nor.x),pos), -pos.y ); float sha = 0.6 + 0.4*abs(nor.z); getMaterialColor( isDoor( vos.xz+nor.xz )?MATERIAL_DOORWAY:getMaterialId(vos.xz), mpos*64., hash( vos.xz ), col ); col *= sha; return true; } return true; } if( isObject( vos.xz ) && !isWall( vos.xz+vec2(1.,0.) ) && !isWall( vos.xz+vec2(-1.,0.) ) && !isWall( vos.xz+vec2(0.,-1.) ) && !isWall( vos.xz+vec2(0.,1.) ) && intersectSprite( ro, rd, vos, rdcenter, uv ) ) { return getObjectColor( 0, uv*64., col ); } return false; } bool castRay( const vec3 ro, const vec3 rd, inout vec3 col ) { vec3 pos = floor(ro); vec3 ri = 1.0/rd; vec3 rs = sign(rd); vec3 dis = (pos-ro + 0.5 + rs*0.5) * ri; float res = 0.0; vec3 mm = vec3(0.0); bool hit = false; for( int i=0; i<MAXSTEPS; i++ ) { if( hit ) continue; mm = step(dis.xyz, dis.zyx); dis += mm * rs * ri; pos += mm * rs; if( map(pos.xz) ) { vec3 mini = (pos-ro + 0.5 - 0.5*vec3(rs))*ri; float t = max ( mini.x, mini.z ); hit = getColorForPosition( ro, rd, pos, ro+rd*t, -mm*sign(rd), col ); } } return hit; } //---------------------------------------------------------------------- // Some really ugly code #define CCOS(a) cos(clamp(a,0.,1.)*1.57079632679) #define CSIN(a) sin(clamp(a,0.,1.)*1.57079632679) vec3 path( const float t ) { float tmod = mod( t/SECONDS_IN_ROOM, 8. ); float tfloor = floor( tmod ); vec3 pos = vec3( 4.*ROOM_SIZE*floor(t/(SECONDS_IN_ROOM*8.))+0.5, 0.5, 0.5*ROOM_SIZE+0.5 ); return pos + ROOM_SIZE*vec3( clamp(tmod,0.,1.)+clamp(tmod-4.,0.,1.)+0.5*(2.+CSIN(tmod-1.)-CCOS(tmod-3.)+CSIN(tmod-5.)-CCOS(tmod-7.)), 0., clamp(tmod-2.,0.,1.)-clamp(tmod-6.,0.,1.)+0.5*(-CCOS(tmod-1.)+CSIN(tmod-3.)+CCOS(tmod-5.)-CSIN(tmod-7.)) ); } //---------------------------------------------------------------------- // Main void main() { vec2 q = gl_FragCoord.xy / iResolution.xy; vec2 p = -1.0 + 2.0*q; p.x *= iResolution.x/ iResolution.y; vec3 ro = path( time ); vec3 ta = path( time+0.1 ); rdcenter = rotate( normalize( ta - ro), 0.3*cos(time*0.75) ); vec3 uu = normalize(cross( vec3(0.,1.,0.), rdcenter )); vec3 vv = normalize(cross(rdcenter,uu)); vec3 rd = normalize( p.x*uu + p.y*vv + 2.5*rdcenter ); vec3 col = rd.y>0.?vec3(56./255.):vec3(112./255.); castRay( ro, rd, col ); fragColor = vec4( col, 1.0 ); }