ledbanner-shaders/wolfenstein.glsl
2018-05-19 16:04:40 +02:00

397 lines
16 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define NUM_MATERIALS 3
#define NUM_OBJECTS 1
#define SECONDS_IN_ROOM .7
#define ROOM_SIZE 4.
#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 time+40.
vec3 rdcenter;
// Wolfenstein ported from www.shadertoy.com
//----------------------------------------------------------------------
// 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;
}
dist = crossp(q, s) / rCrossS;
u = crossp(q, r) / rCrossS;
if(0. <= dist && 0. <= u && u <= 1.)
{
return true;
}
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, 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 )
{
}
}
// 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 ) );
}
// 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 / resolution.xy;
vec2 p = -1.0 + 2.0*q;
p.x *= resolution.x/ resolution.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 );
gl_FragColor = vec4( col, 0.4 );
}