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lsfXWH
iq
2014-05-15T00:14:43
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 3256, 3289, 3316, 3316, 3347 ]
[ [ 1978, 2039, 2083, 2083, 3254 ], [ 3256, 3289, 3316, 3316, 3347 ], [ 3348, 3348, 3375, 3375, 3410 ], [ 3411, 3411, 3438, 3438, 3473 ], [ 3474, 3474, 3501, 3501, 3536 ], [ 3537, 3537, ...
// unrolled version of the above
float SH_0_0( in vec3 s ) {
vec3 n = s.zxy; return k01; }
// unrolled version of the above float SH_0_0( in vec3 s ) {
3
3
4ssSRl
iq
2014-07-18T08:21:44
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 0, 1196, 1243, 1243, 1363 ]
[ [ 0, 1196, 1243, 1243, 1363 ], [ 1365, 1365, 1422, 1422, 3103 ] ]
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
float line( in vec2 a, in vec2 b, in vec2 p ) {
vec2 pa = p - a; vec2 ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ); }
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
3
5
4djXzz
otaviogood
2014-08-21T06:53:07
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 562, 589, 612, 612, 689 ]
[ [ 562, 589, 612, 612, 689 ], [ 690, 690, 713, 713, 805 ], [ 806, 806, 847, 847, 890 ], [ 928, 928, 952, 952, 1225 ], [ 1226, 1226, 1251, 1251, 1473 ], [ 1474, 1474, 1496, 1496, ...
// various noise functions
float Hash2d(vec2 uv) {
float f = uv.x + uv.y * 47.0; return fract(cos(f*3.333)*100003.9); }
// various noise functions float Hash2d(vec2 uv) {
4
17
4dBXz3
iq
2014-10-24T08:55:07
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1272, 1348, 1388, 1388, 1443 ]
[ [ 1272, 1348, 1388, 1388, 1443 ], [ 1445, 1524, 1564, 1564, 1626 ], [ 1628, 1704, 1744, 1744, 1834 ], [ 1903, 1903, 1952, 1952, 2072 ], [ 2074, 2115, 2179, 2179, 2977 ], [ 3046, 3046, ...
// Flip v if in the negative half plane defined by r (this works in 3D too)
vec2 flipIfNeg( in vec2 v, in vec2 r ) {
float k = dot(v,r); return (k>0.0) ? v : -v; }
// Flip v if in the negative half plane defined by r (this works in 3D too) vec2 flipIfNeg( in vec2 v, in vec2 r ) {
1
1
4dBXz3
iq
2014-10-24T08:55:07
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1445, 1524, 1564, 1564, 1626 ]
[ [ 1272, 1348, 1388, 1388, 1443 ], [ 1445, 1524, 1564, 1564, 1626 ], [ 1628, 1704, 1744, 1744, 1834 ], [ 1903, 1903, 1952, 1952, 2072 ], [ 2074, 2115, 2179, 2179, 2977 ], [ 3046, 3046, ...
// Reflect v if in the negative half plane defined by r (this works in 3D too)
vec2 reflIfNeg( in vec2 v, in vec2 r ) {
float k = dot(v,r); return (k>0.0) ? v : v-2.0*r*k; }
// Reflect v if in the negative half plane defined by r (this works in 3D too) vec2 reflIfNeg( in vec2 v, in vec2 r ) {
1
1
4dBXz3
iq
2014-10-24T08:55:07
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1628, 1704, 1744, 1744, 1834 ]
[ [ 1272, 1348, 1388, 1388, 1443 ], [ 1445, 1524, 1564, 1564, 1626 ], [ 1628, 1704, 1744, 1744, 1834 ], [ 1903, 1903, 1952, 1952, 2072 ], [ 2074, 2115, 2179, 2179, 2977 ], [ 3046, 3046, ...
// Clip v if in the negative half plane defined by r (this works in 3D too)
vec2 clipIfNeg( in vec2 v, in vec2 r ) {
float k = dot(v,r); return (k>0.0) ? v : (v-r*k)*inversesqrt(1.0-k*k/dot(v,v)); }
// Clip v if in the negative half plane defined by r (this works in 3D too) vec2 clipIfNeg( in vec2 v, in vec2 r ) {
1
1
4dBXz3
iq
2014-10-24T08:55:07
// The MIT License // Copyright © 2014 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2074, 2115, 2179, 2179, 2977 ]
[ [ 1272, 1348, 1388, 1388, 1443 ], [ 1445, 1524, 1564, 1564, 1626 ], [ 1628, 1704, 1744, 1744, 1834 ], [ 1903, 1903, 1952, 1952, 2072 ], [ 2074, 2115, 2179, 2179, 2977 ], [ 3046, 3046, ...
// https://www.shadertoy.com/view/slj3Dd
float sdArrow( in vec2 p, vec2 a, vec2 b, float w1, float w2 ) {
const float k = 3.0; vec2 ba = b - a; float l2 = dot(ba,ba); float l = sqrt(l2); p = p-a; p = mat2(ba.x,-ba.y,ba.y,ba.x)*p/l; p.y = abs(p.y); vec2 pz = p-vec2(l-w2*k,w2); vec2 q = p; q.x -= clamp( q.x, 0.0, l-w2*k ); q.y -= w1; float di = dot(q,q); q = pz; q.y -...
// https://www.shadertoy.com/view/slj3Dd float sdArrow( in vec2 p, vec2 a, vec2 b, float w1, float w2 ) {
1
2
ld2SzK
otaviogood
2014-10-27T05:24:30
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 2076, 2262, 2316, 2316, 2619 ]
[ [ 997, 997, 1020, 1020, 1097 ], [ 1098, 1098, 1121, 1121, 1213 ], [ 1237, 1237, 1260, 1260, 1289 ], [ 1290, 1290, 1313, 1313, 1342 ], [ 1343, 1343, 1368, 1368, 1397 ], [ 1399, 1399, 14...
// This function basically is a procedural environment map that makes the sun vec3 sunCol = vec3(258.0, 208.0, 100.0) / 4255.0;//unfortunately, i seem to have 2 different sun colors. :(
vec3 GetSunColorReflection(vec3 rayDir, vec3 sunDir) {
vec3 localRay = normalize(rayDir); float dist = 1.0 - (dot(localRay, sunDir) * 0.5 + 0.5); float sunIntensity = 0.015 / dist; sunIntensity = pow(sunIntensity, 0.3)*100.0; sunIntensity += exp(-dist*12.0)*300.0; sunIntensity = min(sunIntensity, 40000.0); return sunCol * sunIntensity*0.0425; }
// This function basically is a procedural environment map that makes the sun vec3 sunCol = vec3(258.0, 208.0, 100.0) / 4255.0;//unfortunately, i seem to have 2 different sun colors. :( vec3 GetSunColorReflection(vec3 rayDir, vec3 sunDir) {
2
8
ld2SzK
otaviogood
2014-10-27T05:24:30
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 2925, 2970, 3032, 3032, 3240 ]
[ [ 997, 997, 1020, 1020, 1097 ], [ 1098, 1098, 1121, 1121, 1213 ], [ 1237, 1237, 1260, 1260, 1289 ], [ 1290, 1290, 1313, 1313, 1342 ], [ 1343, 1343, 1368, 1368, 1397 ], [ 1399, 1399, 14...
// This is a spline used for the camera path
vec4 CatmullRom(vec4 p0, vec4 p1, vec4 p2, vec4 p3, float t) {
float t2 = t*t; float t3 = t*t*t; return 0.5 *((2.0 * p1) + (-p0 + p2) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1- 3.0 * p2 + p3) * t3); }
// This is a spline used for the camera path vec4 CatmullRom(vec4 p0, vec4 p1, vec4 p2, vec4 p3, float t) {
1
1
ld2SzK
otaviogood
2014-10-27T05:24:30
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3242, 3713, 3741, 3741, 4290 ]
[ [ 997, 997, 1020, 1020, 1097 ], [ 1098, 1098, 1121, 1121, 1213 ], [ 1237, 1237, 1260, 1260, 1289 ], [ 1290, 1290, 1313, 1313, 1342 ], [ 1343, 1343, 1368, 1368, 1397 ], [ 1399, 1399, 14...
// This spiral noise works by successively adding and rotating sin waves while increasing frequency. // It should work the same on all computers since it's not based on a hash function like some other noises. // It can be much faster than other noise functions if you're ok with some repetition. const float nudge = 0.73...
float SpiralNoiseC(vec3 p) {
float n = 0.0; // noise amount float iter = 1.0; for (int i = 0; i < 8; i++) { // add sin and cos scaled inverse with the frequency n += -abs(sin(p.y*iter) + cos(p.x*iter)) / iter; // abs for a ridged look // rotate by adding perpendicular and scaling down p.xy += vec2(p...
// This spiral noise works by successively adding and rotating sin waves while increasing frequency. // It should work the same on all computers since it's not based on a hash function like some other noises. // It can be much faster than other noise functions if you're ok with some repetition. const float nudge = 0.73...
7
17
ld2SzK
otaviogood
2014-10-27T05:24:30
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 6229, 6323, 6345, 6345, 7577 ]
[ [ 997, 997, 1020, 1020, 1097 ], [ 1098, 1098, 1121, 1121, 1213 ], [ 1237, 1237, 1260, 1260, 1289 ], [ 1290, 1290, 1313, 1313, 1342 ], [ 1343, 1343, 1368, 1368, 1397 ], [ 1399, 1399, 14...
// from a time t, this finds where in the camera path you are. // It uses Catmull-Rom splines
vec4 CamPos(float t) {
t = mod(t, 14.0); // repeat after 14 time units float bigTime = floor(t); float smallTime = fract(t); // Can't do arrays right, so write this all out. if (bigTime == 0.0) return CatmullRom(c00, c01, c02, c03, smallTime); if (bigTime == 1.0) return CatmullRom(c01, c02, c03, c04, smallTime); ...
// from a time t, this finds where in the camera path you are. // It uses Catmull-Rom splines vec4 CamPos(float t) {
1
1
4dSXDd
otaviogood
2014-11-27T22:26:38
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 695, 714, 737, 737, 810 ]
[ [ 695, 714, 737, 737, 810 ], [ 811, 811, 834, 834, 905 ], [ 906, 906, 929, 929, 1015 ], [ 1016, 1016, 1057, 1057, 1100 ], [ 1138, 1138, 1162, 1162, 1435 ], [ 1436, 1436, 1458, 1458...
// noise functions
float Hash1d(float u) {
return fract(sin(u)*143.9); // scale this down to kill the jitters }
// noise functions float Hash1d(float u) {
6
6
4dSXDd
otaviogood
2014-11-27T22:26:38
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3152, 3681, 3708, 3708, 4272 ]
[ [ 695, 714, 737, 737, 810 ], [ 811, 811, 834, 834, 905 ], [ 906, 906, 929, 929, 1015 ], [ 1016, 1016, 1057, 1057, 1100 ], [ 1138, 1138, 1162, 1162, 1435 ], [ 1436, 1436, 1458, 1458...
// This spiral noise works by successively adding and rotating sin waves while increasing frequency. // It should work the same on all computers since it's not based on a hash function like some other noises. // It can be much faster than other noise functions if you're ok with some repetition. const float nudge = 0.71...
float RustNoise3D(vec3 p) {
float n = 0.0; float iter = 1.0; float pn = noise(p*0.125); pn += noise(p*0.25)*0.5; pn += noise(p*0.5)*0.25; pn += noise(p*1.0)*0.125; for (int i = 0; i < 7; i++) { //n += (sin(p.y*iter) + cos(p.x*iter)) / iter; float wave = saturate(cos(p.y*0.25 + pn) - 0.998); ...
// This spiral noise works by successively adding and rotating sin waves while increasing frequency. // It should work the same on all computers since it's not based on a hash function like some other noises. // It can be much faster than other noise functions if you're ok with some repetition. const float nudge = 0.71...
1
2
4dSXDd
otaviogood
2014-11-27T22:26:38
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4341, 4412, 4444, 4534, 6672 ]
[ [ 695, 714, 737, 737, 810 ], [ 811, 811, 834, 834, 905 ], [ 906, 906, 929, 929, 1015 ], [ 1016, 1016, 1057, 1057, 1100 ], [ 1138, 1138, 1162, 1162, 1435 ], [ 1436, 1436, 1458, 1458...
// This is the big money function that makes the crazy fractally shape
float DistanceToObject(vec3 p) {
if (dot(p, rotDir) > 1.0) p *= rotMat; // Repeat our position so we can carve out many cylindrical-like things from our solid vec3 rep = fract(p)-0.5; //final = max(final, -(length(rep.xz*rep.xz)*1.0 - 0.0326)); float final = -(length(rep.xy*rep.xz) - 0.109); final = max(final, -(length(rep.zy...
// This is the big money function that makes the crazy fractally shape float DistanceToObject(vec3 p) {
1
6
Mlf3R4
otaviogood
2014-12-20T22:43:30
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3698, 3884, 3938, 3938, 4360 ]
[ [ 753, 777, 798, 798, 833 ], [ 834, 834, 857, 857, 980 ], [ 981, 981, 1001, 1001, 1059 ], [ 1060, 1060, 1083, 1083, 1169 ], [ 1171, 1171, 1212, 1212, 1257 ], [ 1259, 1259, 1300, 13...
// This function basically is a procedural environment map that makes the sun vec3 sunCol = vec3(258.0, 228.0, 170.0) / 3555.0;//unfortunately, i seem to have 2 different sun colors. :(
vec3 GetSunColorReflection(vec3 rayDir, vec3 sunDir) {
vec3 localRay = normalize(rayDir); float dist = 1.0 - (dot(localRay, sunDir) * 0.5 + 0.5); float sunIntensity = 0.015 / dist; sunIntensity = pow(sunIntensity, 0.3)*100.0; sunIntensity += exp(-dist*12.0)*300.0; sunIntensity = min(sunIntensity, 40000.0); //vec3 skyColor = mix(vec3(1.0, 0.95, 0.85), vec3(0....
// This function basically is a procedural environment map that makes the sun vec3 sunCol = vec3(258.0, 228.0, 170.0) / 3555.0;//unfortunately, i seem to have 2 different sun colors. :( vec3 GetSunColorReflection(vec3 rayDir, vec3 sunDir) {
2
8
XljGDz
otaviogood
2015-04-07T03:58:40
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 1619, 1752, 1797, 1910, 2596 ]
[ [ 856, 856, 879, 879, 908 ], [ 909, 909, 932, 932, 961 ], [ 962, 962, 987, 987, 1016 ], [ 1018, 1018, 1051, 1051, 1168 ], [ 1169, 1169, 1202, 1202, 1318 ], [ 1319, 1319, 1352, 1352...
// This is a procedural environment map with a giant overhead softbox, // 4 lights in a horizontal circle, and a bottom-to-top fade.
vec3 GetEnvColor2(vec3 rayDir, vec3 sunDir) {
vec3 final = vec3(1.0) * dot(-rayDir, sunDir) * 0.5 + 0.5; final *= 0.125; // overhead softbox, stretched to a rectangle if ((rayDir.y > abs(rayDir.x)*1.0) && (rayDir.y > abs(rayDir.z*0.25))) final = vec3(2.0)*rayDir.y; // fade the softbox at the edges with a rounded rectangle. float roundBox =...
// This is a procedural environment map with a giant overhead softbox, // 4 lights in a horizontal circle, and a bottom-to-top fade. vec3 GetEnvColor2(vec3 rayDir, vec3 sunDir) {
2
2
XljGDz
otaviogood
2015-04-07T03:58:40
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 2998, 3034, 3075, 3075, 3168 ]
[ [ 856, 856, 879, 879, 908 ], [ 909, 909, 932, 932, 961 ], [ 962, 962, 987, 987, 1016 ], [ 1018, 1018, 1051, 1051, 1168 ], [ 1169, 1169, 1202, 1202, 1318 ], [ 1319, 1319, 1352, 1352...
// polynomial smooth min (k = 0.1);
float smin( float a, float b, float k ) {
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 ); return mix( b, a, h ) - k*h*(1.0-h); }
// polynomial smooth min (k = 0.1); float smin( float a, float b, float k ) {
176
382
XljGDz
otaviogood
2015-04-07T03:58:40
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 5821, 5860, 5952, 5952, 6182 ]
[ [ 856, 856, 879, 879, 908 ], [ 909, 909, 932, 932, 961 ], [ 962, 962, 987, 987, 1016 ], [ 1018, 1018, 1051, 1051, 1168 ], [ 1169, 1169, 1202, 1202, 1318 ], [ 1319, 1319, 1352, 1352...
// dirVec MUST BE NORMALIZED FIRST!!!!
float SphereIntersect(vec3 pos, vec3 dirVecPLZNormalizeMeFirst, vec3 spherePos, float rad) {
vec3 radialVec = pos - spherePos; float b = dot(radialVec, dirVecPLZNormalizeMeFirst); float c = dot(radialVec, radialVec) - rad * rad; float h = b * b - c; if (h < 0.0) return -1.0; return -b - sqrt(h); }
// dirVec MUST BE NORMALIZED FIRST!!!! float SphereIntersect(vec3 pos, vec3 dirVecPLZNormalizeMeFirst, vec3 spherePos, float rad) {
3
3
llS3zd
otaviogood
2015-05-13T04:11:09
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3691, 3748, 3779, 3779, 4305 ]
[ [ 626, 626, 649, 649, 678 ], [ 679, 679, 702, 702, 731 ], [ 732, 732, 757, 757, 786 ], [ 788, 788, 821, 821, 938 ], [ 939, 939, 972, 972, 1088 ], [ 1089, 1089, 1122, 1122, 1239...
// Calculate the distance field that defines the object.
vec2 DistanceToObject(vec3 p) {
float dist = 1000000.0; float currentThick = 8.0; float harmonicTime = spinTime*0.125*3.14159*4.0; // make 15 discs inside each other for (int i = 0; i < 15; i++) { dist = min(dist, Disc(p, currentThick)); p = RotateX(p, harmonicTime); p = RotateZ(p, harmonicTime); ...
// Calculate the distance field that defines the object. vec2 DistanceToObject(vec3 p) {
1
8
XlfXR4
iq
2015-06-18T20:06:02
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1373, 1382, 1403, 1403, 1454 ]
[ [ 1373, 1382, 1403, 1403, 1454 ], [ 1455, 1486, 1507, 1507, 1584 ], [ 1585, 1627, 1648, 1648, 1758 ], [ 1804, 1804, 1832, 1832, 1978 ], [ 2025, 2080, 2138, 2138, 2282 ], [ 2285, 2338, ...
// curve
vec3 mapD0(float t) {
return 0.25 + a*cos(t+m)*(b+c*cos(t*7.0+n)); }
// curve vec3 mapD0(float t) {
1
1
XlfXR4
iq
2015-06-18T20:06:02
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1455, 1486, 1507, 1507, 1584 ]
[ [ 1373, 1382, 1403, 1403, 1454 ], [ 1455, 1486, 1507, 1507, 1584 ], [ 1585, 1627, 1648, 1648, 1758 ], [ 1804, 1804, 1832, 1832, 1978 ], [ 2025, 2080, 2138, 2138, 2282 ], [ 2285, 2338, ...
// curve derivative (velocity)
vec3 mapD1(float t) {
return -7.0*a*c*cos(t+m)*sin(7.0*t+n) - a*sin(t+m)*(b+c*cos(7.0*t+n)); }
// curve derivative (velocity) vec3 mapD1(float t) {
1
1
XlfXR4
iq
2015-06-18T20:06:02
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1585, 1627, 1648, 1648, 1758 ]
[ [ 1373, 1382, 1403, 1403, 1454 ], [ 1455, 1486, 1507, 1507, 1584 ], [ 1585, 1627, 1648, 1648, 1758 ], [ 1804, 1804, 1832, 1832, 1978 ], [ 2025, 2080, 2138, 2138, 2282 ], [ 2285, 2338, ...
// curve second derivative (acceleration)
vec3 mapD2(float t) {
return 14.0*a*c*sin(t+m)*sin(7.0*t+n) - a*cos(t+m)*(b+c*cos(7.0*t+n)) - 49.0*a*c*cos(t+m)*cos(7.0*t+n); }
// curve second derivative (acceleration) vec3 mapD2(float t) {
1
1
XlfXR4
iq
2015-06-18T20:06:02
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2025, 2080, 2138, 2138, 2282 ]
[ [ 1373, 1382, 1403, 1403, 1454 ], [ 1455, 1486, 1507, 1507, 1584 ], [ 1585, 1627, 1648, 1648, 1758 ], [ 1804, 1804, 1832, 1832, 1978 ], [ 2025, 2080, 2138, 2138, 2282 ], [ 2285, 2338, ...
// unsigned squared distance between point and segment
vec2 usqdPointSegment( in vec3 p, in vec3 a, in vec3 b ) {
vec3 pa = p - a; vec3 ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); vec3 q = pa - ba*h; return vec2( dot(q,q), h ); }
// unsigned squared distance between point and segment vec2 usqdPointSegment( in vec3 p, in vec3 a, in vec3 b ) {
1
1
XlfXR4
iq
2015-06-18T20:06:02
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2285, 2338, 2394, 2394, 2724 ]
[ [ 1373, 1382, 1403, 1403, 1454 ], [ 1455, 1486, 1507, 1507, 1584 ], [ 1585, 1627, 1648, 1648, 1758 ], [ 1804, 1804, 1832, 1832, 1978 ], [ 2025, 2080, 2138, 2138, 2282 ], [ 2285, 2338, ...
// unsigned squared distance between ray and segment
vec2 usqdLineSegment( vec3 a, vec3 b, vec3 o, vec3 d ) {
#if 1 vec3 oa = a-o; vec3 ob = b-o; vec3 va = oa-d*dot(oa,d); vec3 vb = ob-d*dot(ob,d); vec3 ba = va-vb; float h = clamp( dot(va,ba)/dot(ba,ba), 0.0, 1.0 ); vec3 q = va - ba*h; return vec2( dot(q,q), h ); #else return usqdPointSegment( vec3(0.0), o+d*dot(a-o,d)-a, o+d*dot(b-o,d)-b )...
// unsigned squared distance between ray and segment vec2 usqdLineSegment( vec3 a, vec3 b, vec3 o, vec3 d ) {
1
1
4llXD7
iq
2015-07-18T05:24:14
// The MIT License // Copyright © 2015 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1478, 1632, 1686, 1686, 1843 ]
[ [ 1478, 1632, 1686, 1686, 1843 ], [ 1845, 1845, 1902, 1902, 2667 ] ]
// b.x = width // b.y = height // r.x = roundness top-right // r.y = roundness boottom-right // r.z = roundness top-left // r.w = roundness bottom-left
float sdRoundBox( in vec2 p, in vec2 b, in 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; }
// b.x = width // b.y = height // r.x = roundness top-right // r.y = roundness boottom-right // r.z = roundness top-left // r.w = roundness bottom-left float sdRoundBox( in vec2 p, in vec2 b, in vec4 r ) {
4
6
ltlSWf
otaviogood
2015-08-25T04:26:33
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4861, 4906, 4933, 4933, 4966 ]
[ [ 1278, 1307, 1326, 1326, 1371 ], [ 1372, 1372, 1391, 1391, 1422 ], [ 1423, 1423, 1446, 1446, 1482 ], [ 1483, 1483, 1506, 1506, 1577 ], [ 1578, 1578, 1600, 1600, 1687 ], [ 1688, 1688, ...
// ---- functions to remap / warp space ----
float repsDouble(float a) {
return abs(a * 2.0 - 1.0); }
// ---- functions to remap / warp space ---- float repsDouble(float a) {
1
1
ltlSWf
otaviogood
2015-08-25T04:26:33
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 5929, 6109, 6132, 6132, 6196 ]
[ [ 1278, 1307, 1326, 1326, 1371 ], [ 1372, 1372, 1391, 1391, 1422 ], [ 1423, 1423, 1446, 1446, 1482 ], [ 1483, 1483, 1506, 1506, 1577 ], [ 1578, 1578, 1600, 1600, 1687 ], [ 1688, 1688, ...
// ---- shapes defined by distance fields ---- // See this site for a reference to more distance functions... // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float length8(vec2 v) {
return pow(pow(abs(v.x),8.0) + pow(abs(v.y), 8.0), 1.0/8.0); }
// ---- shapes defined by distance fields ---- // See this site for a reference to more distance functions... // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm float length8(vec2 v) {
1
2
ltlSWf
otaviogood
2015-08-25T04:26:33
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 6198, 6220, 6254, 6254, 6365 ]
[ [ 1278, 1307, 1326, 1326, 1371 ], [ 1372, 1372, 1391, 1391, 1422 ], [ 1423, 1423, 1446, 1446, 1482 ], [ 1483, 1483, 1506, 1506, 1577 ], [ 1578, 1578, 1600, 1600, 1687 ], [ 1688, 1688, ...
// box distance field
float sdBox(vec3 p, vec3 radius) {
vec3 dist = abs(p) - radius; return min(max(dist.x, max(dist.y, dist.z)), 0.0) + length(max(dist, 0.0)); }
// box distance field float sdBox(vec3 p, vec3 radius) {
10
10
ltlSWf
otaviogood
2015-08-25T04:26:33
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 6367, 6411, 6463, 6463, 6633 ]
[ [ 1278, 1307, 1326, 1326, 1371 ], [ 1372, 1372, 1391, 1391, 1422 ], [ 1423, 1423, 1446, 1446, 1482 ], [ 1483, 1483, 1506, 1506, 1577 ], [ 1578, 1578, 1600, 1600, 1687 ], [ 1688, 1688, ...
// Makes a warped torus that rotates around
float sdTorusWobble( vec3 p, vec2 t, float offset) {
float a = atan(p.x, p.z); float subs = 2.0; a = sin(a*subs+localTime*4.0+offset*3.234567); vec2 q = vec2(length(p.xz)-t.x-a*0.1,p.y); return length8(q)-t.y; }
// Makes a warped torus that rotates around float sdTorusWobble( vec3 p, vec2 t, float offset) {
1
1
ltlSWf
otaviogood
2015-08-25T04:26:33
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 6635, 6669, 6697, 6697, 6725 ]
[ [ 1278, 1307, 1326, 1326, 1371 ], [ 1372, 1372, 1391, 1391, 1422 ], [ 1423, 1423, 1446, 1446, 1482 ], [ 1483, 1483, 1506, 1506, 1577 ], [ 1578, 1578, 1600, 1600, 1687 ], [ 1688, 1688, ...
// simple cylinder distance field
float cyl(vec2 p, float r) {
return length(p) - r; }
// simple cylinder distance field float cyl(vec2 p, float r) {
3
6
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 15590, 15992, 16075, 16075, 16253 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// This calculation basically gets a way for us to // transform the rays coming out of our eyes and going through the window. // If it doesn't make sense, thats ok. It doesn't make sense to me either :) // Whats important to remember is that this basically gives us a way to position // our window. We could you it to m...
mat3 calculateEyeRayTransformationMatrix( in vec3 ro, in vec3 ta, in float roll ) {
vec3 ww = normalize( ta - ro ); vec3 uu = normalize( cross(ww,vec3(sin(roll),cos(roll),0.0) ) ); vec3 vv = normalize( cross(uu,ww)); return mat3( uu, vv, ww ); }
// This calculation basically gets a way for us to // transform the rays coming out of our eyes and going through the window. // If it doesn't make sense, thats ok. It doesn't make sense to me either :) // Whats important to remember is that this basically gives us a way to position // our window. We could you it to m...
5
5
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 16457, 16474, 16517, 16517, 17738 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
//'TAG: BALLOON'
vec2 sdfBalloon( vec3 currentRayPosition ){
float ballOrbitSpeed = 0.85; float ballOrbitRadius = 1.0; vec3 ballOrbitOffset = vec3(1.0,0,0); float balloonPosX = ballOrbitRadius * cos( ballOrbitSpeed * iTime); float balloonPosY = ballOrbitRadius * sin( ballOrbitSpeed * iTime); // First we define our balloon position vec3 balloonPosition...
//'TAG: BALLOON' vec2 sdfBalloon( vec3 currentRayPosition ){
1
2
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 19970, 20165, 20221, 20221, 20605 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// 'TAG : WHICH AM I CLOSER TO?' // This function takes in two things // and says which is closer by using the // distance to each thing, comparing them // and returning the one that is closer!
vec2 whichThingAmICloserTo( vec2 thing1 , vec2 thing2 ){
vec2 closestThing; // Check out the balloon function // and remember how the x of the returned // information is the distance, and the y // is the id of the thing! if( thing1.x <= thing2.x ){ closestThing = thing1; }else if( thing2.x < thing1.x ){ clos...
// 'TAG : WHICH AM I CLOSER TO?' // This function takes in two things // and says which is closer by using the // distance to each thing, comparing them // and returning the one that is closer! vec2 whichThingAmICloserTo( vec2 thing1 , vec2 thing2 ){
3
3
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 20613, 20765, 20809, 20809, 21118 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// Takes in the position of the ray, and feeds back // 2 values of how close it is to things in the world // what thing it is closest two in the world.
vec2 mapTheWorld( vec3 currentRayPosition ){
vec2 result; vec2 balloon = sdfBalloon( currentRayPosition ); //vec2 box = sdfBox( currentRayPosition ); vec2 torus = sdfTorus( currentRayPosition ); result = whichThingAmICloserTo( balloon , torus); //box ); result.x = opBlend( balloon.x, torus.x); return result; }
// Takes in the position of the ray, and feeds back // 2 values of how close it is to things in the world // what thing it is closest two in the world. vec2 mapTheWorld( vec3 currentRayPosition ){
1
3
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 27214, 27576, 27625, 27625, 28622 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// Here we are calcuting the normal of the surface // Although it looks like alot of code, it actually // is just trying to do something very simple, which // is to figure out in what direction the SDF is increasing. // What is amazing, is that this value is the same thing // as telling you what direction the surface ...
vec3 getNormalOfSurface( in vec3 positionOfHit ){
vec3 tinyChangeX = vec3( 0.001, 0.0, 0.0 ); vec3 tinyChangeY = vec3( 0.0 , 0.001 , 0.0 ); vec3 tinyChangeZ = vec3( 0.0 , 0.0 , 0.001 ); float upTinyChangeInX = mapTheWorld( positionOfHit + tinyChangeX ).x; float downTinyChangeInX = mapTheWorld( positionOfHit - tinyChangeX ).x; f...
// Here we are calcuting the normal of the surface // Although it looks like alot of code, it actually // is just trying to do something very simple, which // is to figure out in what direction the SDF is increasing. // What is amazing, is that this value is the same thing // as telling you what direction the surface ...
3
3
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 28628, 28716, 28741, 28741, 28765 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// doing our background color is easy enough, // just make it pure black. like my soul.
vec3 doBackgroundColor(){
return vec3( 0.75 ); }
// doing our background color is easy enough, // just make it pure black. like my soul. vec3 doBackgroundColor(){
1
3
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 31087, 31208, 31268, 31268, 31467 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// Here we are using the normal of the surface, // and mapping it to color, to show you just how cool // normals can be!
vec3 doBoxColor(vec3 positionOfHit , vec3 normalOfSurface ){
vec3 color = vec3( normalOfSurface.x , normalOfSurface.y , normalOfSurface.z ); //could also just write color = normalOfSurce //but trying to be explicit. return color; }
// Here we are using the normal of the surface, // and mapping it to color, to show you just how cool // normals can be! vec3 doBoxColor(vec3 positionOfHit , vec3 normalOfSurface ){
3
3
4d33z4
sagarpatel
2015-11-23T08:44:22
// @sagzorz // My first shader on ShaderToy! // The stuff below is pretty much all of the amazing @cabbibo's SDF tutorial // https://www.shadertoy.com/view/Xl2XWt // I read thorugh it then looked at IQ's page on distance functions // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // got inspi...
cc0-1.0
[ 31472, 31573, 31650, 31714, 33042 ]
[ [ 15590, 15992, 16075, 16075, 16253 ], [ 16457, 16474, 16517, 16517, 17738 ], [ 17740, 17740, 17773, 17773, 17838 ], [ 17840, 17840, 17884, 17884, 18130 ], [ 18132, 18132, 18169, 18169, 18519 ], [...
// This is where we decide // what color the world will be! // and what marvelous colors it will be!
vec3 colorTheWorld( vec2 rayHitInfo , vec3 eyePosition , vec3 rayDirection ){
vec3 color; // THE LIL RAY WENT ALL THE WAY // TO THE EDGE OF THE WORLD, // AND DIDN'T HIT ANYTHING if( rayHitInfo.y < 0.0 ){ color = doBackgroundColor(); // THE LIL RAY HIT SOMETHING!!!! }else{ // If we hit something, // we also know how far the ray has...
// This is where we decide // what color the world will be! // and what marvelous colors it will be! vec3 colorTheWorld( vec2 rayHitInfo , vec3 eyePosition , vec3 rayDirection ){
1
3
llBSWc
qwert33
2015-11-06T23:18:34
// Made by Dominik Schmid // MIT license // biases x to be closer to 0 or 1 // can act like a parameterized smoothstep // https://www.desmos.com/calculator/c4w7ktzhhk // if b is near 1.0 then numbers a little closer to 1.0 are returned // if b is near 0.0 then numbers a little closer to 0.0 are returned // if b is n...
mit
[ 44, 360, 390, 390, 461 ]
[ [ 44, 360, 390, 390, 461 ], [ 544, 544, 568, 568, 603 ], [ 604, 604, 636, 636, 663 ], [ 664, 664, 708, 708, 1985 ], [ 1989, 2054, 2073, 2073, 2171 ], [ 2173, 2238, 2267, 2267, ...
// biases x to be closer to 0 or 1 // can act like a parameterized smoothstep // https://www.desmos.com/calculator/c4w7ktzhhk // if b is near 1.0 then numbers a little closer to 1.0 are returned // if b is near 0.0 then numbers a little closer to 0.0 are returned // if b is near 0.5 then values near x are returned
float bias(float x, float b) {
b = -log2(1.0 - b); return 1.0 - pow(1.0 - pow(x, 1./b), b); }
// biases x to be closer to 0 or 1 // can act like a parameterized smoothstep // https://www.desmos.com/calculator/c4w7ktzhhk // if b is near 1.0 then numbers a little closer to 1.0 are returned // if b is near 0.0 then numbers a little closer to 0.0 are returned // if b is near 0.5 then values near x are returned floa...
1
5
llBSWc
qwert33
2015-11-06T23:18:34
// Made by Dominik Schmid // MIT license // biases x to be closer to 0 or 1 // can act like a parameterized smoothstep // https://www.desmos.com/calculator/c4w7ktzhhk // if b is near 1.0 then numbers a little closer to 1.0 are returned // if b is near 0.0 then numbers a little closer to 0.0 are returned // if b is n...
mit
[ 1989, 2054, 2073, 2073, 2171 ]
[ [ 44, 360, 390, 390, 461 ], [ 544, 544, 568, 568, 603 ], [ 604, 604, 636, 636, 663 ], [ 664, 664, 708, 708, 1985 ], [ 1989, 2054, 2073, 2073, 2171 ], [ 2173, 2238, 2267, 2267, ...
// creates white noise in the range 0..1 including 0 excluding 1
float rand(vec2 p){
p /= iResolution.xy; return fract(sin(dot(p.xy, vec2(12.9898, 78.2377))) * 43758.5453); }
// creates white noise in the range 0..1 including 0 excluding 1 float rand(vec2 p){
1
12
llBSWc
qwert33
2015-11-06T23:18:34
// Made by Dominik Schmid // MIT license // biases x to be closer to 0 or 1 // can act like a parameterized smoothstep // https://www.desmos.com/calculator/c4w7ktzhhk // if b is near 1.0 then numbers a little closer to 1.0 are returned // if b is near 0.0 then numbers a little closer to 0.0 are returned // if b is n...
mit
[ 2173, 2238, 2267, 2267, 2313 ]
[ [ 44, 360, 390, 390, 461 ], [ 544, 544, 568, 568, 603 ], [ 604, 604, 636, 636, 663 ], [ 664, 664, 708, 708, 1985 ], [ 1989, 2054, 2073, 2073, 2171 ], [ 2173, 2238, 2267, 2267, ...
// creates white noise in the range 0..1 including 0 including 1
float rand_inclusive(vec2 p){
return clamp(rand(p)*1.005, 0.0, 1.0); }
// creates white noise in the range 0..1 including 0 including 1 float rand_inclusive(vec2 p){
1
1
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 1343, 1478, 1511, 1511, 1539 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ signed fistance fuction for sphere // input r --> is sphere radius // pretty simple, just compare point to radius of sphere
float sdSphere(vec3 p, float r) {
return length(p) - r; }
// ~~~~~~~ signed fistance fuction for sphere // input r --> is sphere radius // pretty simple, just compare point to radius of sphere float sdSphere(vec3 p, float r) {
18
57
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 3171, 3586, 3617, 3617, 3740 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ signed distance function for torus // input t --> torus specs where: // t.x = torus circumference // t.y = torus thickness // // think of the torus as circles wrappeed around 1 large cicle (perpendicular) // first flatten the y axis of p (by using p.xz) and get the distance to // the torus circumference/...
float sdTorus(vec3 p, vec2 t) {
float distPtoTorusCircumference = length(vec2( length(p.xz)-t.x , p.y)); return distPtoTorusCircumference - t.y; }
// ~~~~~~~ signed distance function for torus // input t --> torus specs where: // t.x = torus circumference // t.y = torus thickness // // think of the torus as circles wrappeed around 1 large cicle (perpendicular) // first flatten the y axis of p (by using p.xz) and get the distance to // the torus circumference/...
3
16
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 3862, 4109, 4142, 4142, 4261 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ smooth minimum function (polynomial version) from iq's page // http://iquilezles.org/www/articles/smin/smin.htm // input d1 --> distance value of object a // input d1 --> distance value of object b // output --> smoothed/blended output
float smin( float d1, float d2) {
float k = 0.6521; float h = clamp( 0.5+0.5*(d2-d1)/k, 0.0, 1.0 ); return mix( d2, d1, h ) - k*h*(1.0-h); }
// ~~~~~~~ smooth minimum function (polynomial version) from iq's page // http://iquilezles.org/www/articles/smin/smin.htm // input d1 --> distance value of object a // input d1 --> distance value of object b // output --> smoothed/blended output float smin( float d1, float d2) {
1
2
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 4263, 4440, 4476, 4476, 4509 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ distance deformation, blends 2 shapes based on their distances // input d1 --> distance of object 1 // input d2 --> distance of object 2 // output --> blended object
float opBlend( float d1, float d2) {
return smin( d1, d2 ); }
// ~~~~~~~ distance deformation, blends 2 shapes based on their distances // input d1 --> distance of object 1 // input d2 --> distance of object 2 // output --> blended object float opBlend( float d1, float d2) {
1
4
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 4511, 4750, 4794, 4794, 4926 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ domain deformation, twists the shape // input p --> original ray position // input t --> twist scale factor // output --> twisted ray position // // need more max itterations on ray march for stronger/bigger domain deformation
vec3 opTwist( vec3 p, float t, float yaw ) {
float c = cos(t * p.y + yaw); float s = sin(t * p.y + yaw); mat2 m = mat2(c,-s,s,c); return vec3(m*p.xz,p.y); }
// ~~~~~~~ domain deformation, twists the shape // input p --> original ray position // input t --> twist scale factor // output --> twisted ray position // // need more max itterations on ray march for stronger/bigger domain deformation vec3 opTwist( vec3 p, float t, float yaw ) {
3
3
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 4928, 5100, 5128, 5128, 5198 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ do Union / combine 2 sd objects // input vec2 --> .x is the distance, .y is the object ID // returns the closest object (basically does a min() but we use if()
vec2 opU(vec2 o1, vec2 o2) {
if(o1.x < o2.x) return o1; else return o2; }
// ~~~~~~~ do Union / combine 2 sd objects // input vec2 --> .x is the distance, .y is the object ID // returns the closest object (basically does a min() but we use if() vec2 opU(vec2 o1, vec2 o2) {
3
3
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 5200, 5404, 5422, 5447, 6598 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ map out the world // input p --> is ray position // basically find the object/point closest to the ray by // checking all the objects with respect to p // move objects/shapes by messing with p
vec2 map(vec3 p) {
vec2 res; // define objects // sphere 1 // sphere: radius, orbit radius, orbit speed, orbit offset, position float sR = 1.359997; float sOR = 2.666662; float sOS = 0.85; vec3 sOO = vec3(2.66662,0.0,0.0); vec3 sP = p - (sOO + vec3(sOR*cos(sOS*iTime),sOR*sin(sOS*iTime),0.0)...
// ~~~~~~~ map out the world // input p --> is ray position // basically find the object/point closest to the ray by // checking all the objects with respect to p // move objects/shapes by messing with p vec2 map(vec3 p) {
1
113
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 6600, 6822, 6855, 6906, 7900 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ cast/march ray through the word and see what it hits // input ro --> ray origin point/position // input rd --> ray direction // output is vec2 where // .x = distance travelled by ray // .y = hit object's ID //
vec2 castRay( vec3 ro, vec3 rd) {
const int maxMarchCount = 300; float maxRayDistance = 20.0; float minPrecisionCheck = 0.001; float t = 0.0; // travelled distance by ray float id = -1.0; // object ID, default of -1 means background for(int i = 0; i < maxMarchCount; i++) { // get closest object to current ...
// ~~~~~~~ cast/march ray through the word and see what it hits // input ro --> ray origin point/position // input rd --> ray direction // output is vec2 where // .x = distance travelled by ray // .y = hit object's ID // vec2 castRay( vec3 ro, vec3 rd) {
1
1
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 8550, 8737, 8768, 8768, 9770 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ render pixel --> find closest surface and apply color accordingly // input ro --> pixel's ray original position // input rd --> pixel's ray direction // output --> pixel color
vec3 render(vec3 ro, vec3 rd) {
vec3 bkgColor = vec3(0.75); vec3 light = normalize( vec3(1.0, 4.0, 3.0) ); vec3 objectColor_1 = vec3(1.0, 0.0, 0.0); vec3 objectColor_2 = vec3( 0.25 , 0.95 , 0.25 ); vec3 objectColor_3 = vec3(0.12, 0.12, 0.9); vec3 ambientLightColor = vec3( 0.3 , 0.1, 0.2 ); vec2 res = castRay(ro, rd);...
// ~~~~~~~ render pixel --> find closest surface and apply color accordingly // input ro --> pixel's ray original position // input rd --> pixel's ray direction // output --> pixel color vec3 render(vec3 ro, vec3 rd) {
1
16
Msc3zN
sagarpatel
2015-11-25T11:26:57
// CC0 1.0 // @sagzorz // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.com/view/Xl2XWt // my original hacked up shader --> https://www.shadertoy.com/view/4d33z4 // this is a clean/from scratch re-implementation of my first shdaer/sdf, ...
cc0-1.0
[ 9772, 10011, 10076, 10076, 10270 ]
[ [ 1343, 1478, 1511, 1511, 1539 ], [ 1541, 2768, 2797, 2797, 3021 ], [ 3171, 3586, 3617, 3617, 3740 ], [ 3862, 4109, 4142, 4142, 4261 ], [ 4263, 4440, 4476, 4476, 4509 ], [ 4511, 4750, ...
// ~~~~~~~ creates camera matrix used to transform ray point/direction // input camPos --> camera position // input targetPos --> look at target position // input roll --> how much camera roll // output --> camera matrix used to transform
mat3 setCamera( in vec3 camPos, in vec3 targetPos, float roll ) {
vec3 cw = normalize(targetPos - camPos); vec3 cp = vec3(sin(roll), cos(roll),0.0); vec3 cu = normalize( cross(cw,cp) ); vec3 cv = normalize( cross(cu,cw) ); return mat3( cu, cv, cw ); }
// ~~~~~~~ creates camera matrix used to transform ray point/direction // input camPos --> camera position // input targetPos --> look at target position // input roll --> how much camera roll // output --> camera matrix used to transform mat3 setCamera( in vec3 camPos, in vec3 targetPos, float roll ) {
1
3
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 1507, 1728, 1757, 1757, 2660 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ silly function to access array memeber // because webgl needs const index for array acess // TODO : FIX THIS, disgusting branching etc // THIS IS DEPRECATED, NO LONGER NEED AN ARRAY SINCE DIRECT COL MIX NOW
vec3 accessColors(float id) {
vec3 bkgColor = vec3(0.5,0.6,0.7);//vec3(0.75); vec3 objectColor_1 = vec3(1.0, 0.0, 0.0); vec3 objectColor_2 = vec3( 0.25 , 0.95 , 0.25 ); vec3 objectColor_3 = vec3(0.12, 0.12, 0.9); vec3 objectColor_4 = vec3(0.65); vec3 objectColor_5 = vec3(1.0,1.0,1.0); vec3 colorsArray[6]; ...
// ~~~~~~~ silly function to access array memeber // because webgl needs const index for array acess // TODO : FIX THIS, disgusting branching etc // THIS IS DEPRECATED, NO LONGER NEED AN ARRAY SINCE DIRECT COL MIX NOW vec3 accessColors(float id) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 4491, 4907, 4938, 4938, 5061 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ signed distance function for torus // input t --> torus specs where: // t.x = torus circumference // t.y = torus thickness // // think of the torus as circles wrappeed around 1 large cicle (perpendicular) // first flatten the y axis of p (by using p.xz) and get the distance to // the torus circumference...
float sdTorus(vec3 p, vec2 t) {
float distPtoTorusCircumference = length(vec2( length(p.xz)-t.x , p.y)); return distPtoTorusCircumference - t.y; }
// ~~~~~~~ signed distance function for torus // input t --> torus specs where: // t.x = torus circumference // t.y = torus thickness // // think of the torus as circles wrappeed around 1 large cicle (perpendicular) // first flatten the y axis of p (by using p.xz) and get the distance to // the torus circumference...
3
16
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 5182, 5395, 5418, 5418, 5436 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ signed distance function for plane // input ps --> specs of plane // ps.x --> size x // ps.y --> size z // plane extends indefinately in x and z, // so just return height from floor (y)
float sdPlane(vec3 p) {
return p.y; }
// ~~~~~~~ signed distance function for plane // input ps --> specs of plane // ps.x --> size x // ps.y --> size z // plane extends indefinately in x and z, // so just return height from floor (y) float sdPlane(vec3 p) {
7
13
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 5438, 5713, 5755, 5755, 5856 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ smooth minimum function (polynomial version) from iq's page // http://iquilezles.org/www/articles/smin/smin.htm // input d1 --> distance value of object a // input d1 --> distance value of object b // input k --> blend factor // output --> smoothed/blended output
float smin( float d1, float d2, float k) {
float h = clamp( 0.5+0.5*(d2-d1)/k, 0.0, 1.0 ); return mix( d2, d1, h ) - k*h*(1.0-h); }
// ~~~~~~~ smooth minimum function (polynomial version) from iq's page // http://iquilezles.org/www/articles/smin/smin.htm // input d1 --> distance value of object a // input d1 --> distance value of object b // input k --> blend factor // output --> smoothed/blended output float smin( float d1, float d2, float k) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 5858, 6156, 6199, 6199, 6490 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ distance deformation, blends 2 shapes based on their distances // input o1 --> object 1 (dist and material color) // input 02 --> object 2 (dist and material color) // input bf --> blend factor // output --> blended dist, blended material color // TODO: FIX/IMPROVE COLOR BLENDING LOGIC
vec4 opBlend( vec4 o1, vec4 o2, float bf) {
float distBlend = smin( o1.x, o2.x, bf); // blend color based on prozimity to surface float dr1 = 1.0 - clamp(o1.x,0.0,1.0); float dr2 = 1.0 - clamp(o2.x,0.0,1.0); vec3 dc1 = dr1 * o1.yzw; vec3 dc2 = dr2 * o2.yzw; return vec4(distBlend, dc1+dc2); }
// ~~~~~~~ distance deformation, blends 2 shapes based on their distances // input o1 --> object 1 (dist and material color) // input 02 --> object 2 (dist and material color) // input bf --> blend factor // output --> blended dist, blended material color // TODO: FIX/IMPROVE COLOR BLENDING LOGIC vec4 opBlend( vec4 o1,...
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 7181, 7406, 7438, 7438, 7467 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ do shape subtract, cuts d2 out of d1 // by using the negative of d2, were effectively comparing wrt to internal d // input d1 --> object/distance 1 // input d2 --> object/distance 2 // output --> cut out distance
float opSub(float d1,float d2) {
return max(d1,-d2); }
// ~~~~~~~ do shape subtract, cuts d2 out of d1 // by using the negative of d2, were effectively comparing wrt to internal d // input d1 --> object/distance 1 // input d2 --> object/distance 2 // output --> cut out distance float opSub(float d1,float d2) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 7470, 7561, 7586, 7586, 7839 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~~ generates world position of point light // output --> wolrd pos of point light
vec3 generateLightPos() {
float lOR_X = 1.20; float lOR_Y = 2.40; float lOR_Z = 3.0; float lORS = 0.65; float lpX = lOR_X*cos(lORS*iTime); float lpY = lOR_Y*sin(lORS*iTime); float lpZ = lOR_Z*cos(lORS*iTime); return vec3(lpX,abs(lpY),lpZ); }
// ~~~~~~~~ generates world position of point light // output --> wolrd pos of point light vec3 generateLightPos() {
1
1
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 7841, 8119, 8137, 8162, 10044 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ map out the world // input p --> is ray position // basically find the object/point closest to the ray by // checking all the objects with respect to p // move objects/shapes by messing with p // outputs closest distance and blended colors for that surface as a vec4
vec4 map(vec3 p) {
vec4 res; // define objects // sphere 1 // sphere: radius, orbit radius, orbit speed, orbit offset, position float sR = 1.359997; float sOR = 2.666662; float sOS = 0.85; vec3 sOO = vec3(2.66662,0.0,0.0); vec3 sOP = (sOO + vec3(sOR*cos(sOS*iTime),sOR*sin(sOS*iTime),0...
// ~~~~~~~ map out the world // input p --> is ray position // basically find the object/point closest to the ray by // checking all the objects with respect to p // move objects/shapes by messing with p // outputs closest distance and blended colors for that surface as a vec4 vec4 map(vec3 p) {
1
31
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 10046, 10367, 10424, 10478, 11655 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ cast/march ray through the word and see what it hits // input ro --> ray origin point/position // input rd --> ray direction // in/out --> itterationRatio (used for AA),in/out cuz no more room in vec // output is vec3 where // .x = distance travelled by ray // .y = hit object's ID // .z = itteration ratio...
vec4 castRay( vec3 ro, vec3 rd, inout float itterRatio) {
const float maxMarchCount = 200.0; float maxRayDistance = 50.0; // making this more precise can also help with AA detection // value lower than 0.000001 causes noise float minPrecisionCheck = 0.000001; float t = 0.0; // travelled distance by ray vec3 oc = vec3(1.0,0.0,1.0); // object c...
// ~~~~~~~ cast/march ray through the word and see what it hits // input ro --> ray origin point/position // input rd --> ray direction // in/out --> itterationRatio (used for AA),in/out cuz no more room in vec // output is vec3 where // .x = distance travelled by ray // .y = hit object's ID // .z = itteration ratio...
1
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 12559, 12842, 12886, 12886, 13601 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ softShadow, took pointers from iq's // http://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm // and // https://www.shadertoy.com/view/Xds3zN // input sp --> position of surface we are shading // input lp --> light position // output float --> amount of shadow
float castRay_SoftShadow(vec3 sp, vec3 lp) {
const int ssMaxMarchCount = 90; const float ssPrecision = 0.001; // direction of ray, from shaded surface point to light pos vec3 rd = normalize(lp - sp); // max travel distance of hard shadow ray float ssMaxT = length(lp - sp); // travelled distance by hard shadow ray float ssT = ...
// ~~~~~~~ softShadow, took pointers from iq's // http://www.iquilezles.org/www/articles/rmshadows/rmshadows.htm // and // https://www.shadertoy.com/view/Xds3zN // input sp --> position of surface we are shading // input lp --> light position // output float --> amount of shadow float castRay_SoftShadow(vec3 sp, vec...
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 13603, 13806, 13857, 13857, 14317 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ ambientOcclusion // just cast from surface point in direction of normal to see if any hit // basic concept from: // http://9bitscience.blogspot.com/2013/07/raymarching-distance-fields_14.html
float castRay_AmbientOcclusion(vec3 sp, vec3 nor) {
const int aoMaxMarchCount = 20; const float aoPrecision = 0.001; // range of ambient occlusion float aoMaxT = 1.0; float aoT = 0.01; float aoV = 1.0; for(int i = 0; i < aoMaxMarchCount; i++) { float dist = map(sp + nor*aoT).x; aoV = aoT/aoMaxT; if(dist < aoPrecision...
// ~~~~~~~ ambientOcclusion // just cast from surface point in direction of normal to see if any hit // basic concept from: // http://9bitscience.blogspot.com/2013/07/raymarching-distance-fields_14.html float castRay_AmbientOcclusion(vec3 sp, vec3 nor) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 14967, 15176, 15217, 15239, 15774 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ calculates the normals near point p in world space // input p --> ray position world coordinates // input oN --> normal vector at point p // output --> averaged? out norals diffs of nearby points
vec3 nearbyNormalsDiff(vec3 p, vec3 oN) {
float wPD = 0.0; wPD = 0.057; //wPD = abs(0.05*sin(0.25*iTime)) + 0.1; vec3 n1 = calculateNormal(p+vec3(wPD,wPD,wPD)); //vec3 n2 = calculateNormal(p+vec3(wPD,wPD,-wPD)); //vec3 n3 = calculateNormal(p+vec3(wPD,-wPD,wPD)); //vec3 n4 = calculateNormal(p+vec3(wPD,-wPD,-wPD)); // d...
// ~~~~~~~ calculates the normals near point p in world space // input p --> ray position world coordinates // input oN --> normal vector at point p // output --> averaged? out norals diffs of nearby points vec3 nearbyNormalsDiff(vec3 p, vec3 oN) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 15776, 15992, 16027, 16027, 16065 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ do gamma correction // from iq's pageon outdoor lighting: // http://www.iquilezles.org/www/articles/outdoorslighting/outdoorslighting.htm // input c --> original color // output --> gamma corrected output
vec3 applyGammaCorrection(vec3 c) {
return pow( c, vec3(1.0/2.2) ); }
// ~~~~~~~ do gamma correction // from iq's pageon outdoor lighting: // http://www.iquilezles.org/www/articles/outdoorslighting/outdoorslighting.htm // input c --> original color // output --> gamma corrected output vec3 applyGammaCorrection(vec3 c) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 16067, 16520, 16595, 16595, 16786 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ do fog // from iq's pageon fog: // http://www.iquilezles.org/www/articles/fog/fog.htm // input c --> original color // input d --> pixel world distance // input fc1 --> fog color 1 // input fc2 --> fog color 2 // input fs -- fog specs> // fs.x --> fog density // fs.y --> fog color lerp exponent (...
vec3 applyFog(vec3 c,float d,vec3 fc1,vec3 fc2,vec2 fs,vec3 cRD,vec3 lRD) {
float fogAmount = 1.0 - exp(-d*fs.x); float lightAmount = max( dot( cRD, lRD ), 0.0 ); vec3 fogColor = mix(fc1,fc2,pow(lightAmount,fs.y)); return mix(c,fogColor,fogAmount); }
// ~~~~~~~ do fog // from iq's pageon fog: // http://www.iquilezles.org/www/articles/fog/fog.htm // input c --> original color // input d --> pixel world distance // input fc1 --> fog color 1 // input fc2 --> fog color 2 // input fs -- fog specs> // fs.x --> fog density // fs.y --> fog color lerp exponent (...
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 16790, 17113, 17178, 17178, 17246 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ calculates attenuation factor for light for a given distance and parameters // input cF --> constant factor // input lF --> linear factor // input qF --> quadratic factor // the factors above should range between 0 and 1 // pure realistic would follow inverse square law, i.e. pure quadtratic, so cF=0,lF=0,qF...
float calculateLightAttn(float cF, float lF, float qF, float d) {
float falloff = 1.0/(cF + lF*d + qF*d*d); return falloff; }
// ~~~~~~~ calculates attenuation factor for light for a given distance and parameters // input cF --> constant factor // input lF --> linear factor // input qF --> quadratic factor // the factors above should range between 0 and 1 // pure realistic would follow inverse square law, i.e. pure quadtratic, so cF=0,lF=0,qF...
1
1
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 20154, 20326, 20375, 20375, 20689 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ generate camera ray direction, different for each frag/pixel // input fCoord --> pixel coordinate // input cMatric --> camera matrix // output --> ray direction
vec3 calculateRayDir(vec2 fCoord, mat3 cMatrix) {
vec2 p = ( -iResolution.xy + 2.0 * fCoord.xy ) / iResolution.y; // determines ray direction based on camera matrix // "lens length" seems to be related to field of view / ray divergence float lensLen0gth = 2.0; vec3 rD = cMatrix * normalize( vec3(p.xy,2.0) ); return rD; }
// ~~~~~~~ generate camera ray direction, different for each frag/pixel // input fCoord --> pixel coordinate // input cMatric --> camera matrix // output --> ray direction vec3 calculateRayDir(vec2 fCoord, mat3 cMatrix) {
2
2
Xs3GRM
sagarpatel
2015-11-26T04:07:03
// CC0 1.0 // @sagzorz const bool isPseudoAA = false; // Building on basics and creating helper functions // POUET toolbox // http://www.pouet.net/topic.php?which=7931&page=1&x=3&y=14 // NOTE: if you are new to SDFs, do @cabbibo's tutorial first!!! // // @cabbibo's original SDF tutorial --> https://www.shadertoy.c...
cc0-1.0
[ 20692, 20987, 21036, 21036, 22763 ]
[ [ 1507, 1728, 1757, 1757, 2660 ], [ 2663, 2798, 2831, 2831, 2859 ], [ 2861, 4088, 4117, 4117, 4341 ], [ 4491, 4907, 4938, 4938, 5061 ], [ 5182, 5395, 5418, 5418, 5436 ], [ 5438, 5713, ...
// ~~~~~~~ render anti aliased, based on pixel's itteration/march count // only effective for shape edges, doesn't fix surface col patterns // input fCoord --> pixel coordinate // input cPos --> camera position // input cMat --> camera matrix // output vec3 --> pixel antialaised color
vec3 render_AA(vec2 fCoord,vec3 cPos,mat3 cMat) {
vec3 rd = calculateRayDir(fCoord,cMat); float aaF = 0.0; vec4 pData = render(cPos,rd,aaF); vec3 col = pData.xyz; float aaThreashold = 0.845; // controls blur amount/sample distance float aaPD = 0.500; // if requires AA, get color from nearby pixels and average out //col = vec3(0...
// ~~~~~~~ render anti aliased, based on pixel's itteration/march count // only effective for shape edges, doesn't fix surface col patterns // input fCoord --> pixel coordinate // input cPos --> camera position // input cMat --> camera matrix // output vec3 --> pixel antialaised color vec3 render_AA(vec2 fCoor...
1
2
MsyXDV
SparkX120
2016-06-23T04:30:06
/** * Adapted from my Mandelbrot-JS Project * http://sparkx120.github.io/mandelbrot.html * https://github.com/Sparkx120/mandelbrot-js * * By: James Wake (SparkX120) * Copyright (c) 2016 James Wake * * MIT * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * software a...
mit
[ 0, 1289, 1346, 1346, 2956 ]
[ [ 0, 1289, 1346, 1346, 2956 ] ]
/** * Adapted from my Mandelbrot-JS Project * http://sparkx120.github.io/mandelbrot.html * https://github.com/Sparkx120/mandelbrot-js * * By: James Wake (SparkX120) * Copyright (c) 2016 James Wake * * MIT * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * software a...
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
const float iterations = 512.; const float maxZoom = 20.; vec2 R = iResolution.xy; // Resolution Variable float scale = 0.5*exp2(mod(iTime, maxZoom)); // Set Scale to 2^time and Loop at MaxZoom vec2 scalar = vec2(3.5,3.5*R.y/R.x)/scale; ...
/** * Adapted from my Mandelbrot-JS Project * http://sparkx120.github.io/mandelbrot.html * https://github.com/Sparkx120/mandelbrot-js * * By: James Wake (SparkX120) * Copyright (c) 2016 James Wake * * MIT * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * software a...
1
16,281
MsVXDt
otaviogood
2016-07-20T06:51:21
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 2400, 2602, 2636, 2636, 2747 ]
[ [ 1174, 1203, 1222, 1222, 1267 ], [ 1268, 1268, 1287, 1287, 1318 ], [ 1319, 1319, 1342, 1342, 1378 ], [ 1379, 1379, 1402, 1402, 1473 ], [ 1474, 1474, 1496, 1496, 1583 ], [ 1584, 1584, ...
// ---- shapes defined by distance fields ---- // See this site for a reference to more distance functions... // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // box distance field
float sdBox(vec3 p, vec3 radius) {
vec3 dist = abs(p) - radius; return min(max(dist.x, max(dist.y, dist.z)), 0.0) + length(max(dist, 0.0)); }
// ---- shapes defined by distance fields ---- // See this site for a reference to more distance functions... // http://iquilezles.org/www/articles/distfunctions/distfunctions.htm // box distance field float sdBox(vec3 p, vec3 radius) {
10
10
MsVXDt
otaviogood
2016-07-20T06:51:21
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 2888, 3049, 3080, 3080, 4480 ]
[ [ 1174, 1203, 1222, 1222, 1267 ], [ 1268, 1268, 1287, 1287, 1318 ], [ 1319, 1319, 1342, 1342, 1378 ], [ 1379, 1379, 1402, 1402, 1473 ], [ 1474, 1474, 1496, 1496, 1583 ], [ 1584, 1584, ...
// This is the function that makes the geometry. // The input is a position in space. // The output is the distance to the nearest surface and a material number
vec2 DistanceToObject(vec3 p) {
float time = localTime*2.0; float cylRadBig = 1.0; float cylRadSmall = 0.05; float freq = 4.0; float braidRad = 0.15; float angle = atan(p.z, p.x); float cylDist = length(p.xz) - cylRadBig; vec3 cylWarp = vec3(cylDist, p.y, angle); float amp = sin(angle + time) * 0.5 + 0.5; flo...
// This is the function that makes the geometry. // The input is a position in space. // The output is the distance to the nearest surface and a material number vec2 DistanceToObject(vec3 p) {
2
8
ltVGWG
vmednis
2016-10-15T10:36:55
/* Copyright (c) 2016 Valters Mednis Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute,...
mit
[ 1147, 1202, 1230, 1230, 1509 ]
[ [ 1147, 1202, 1230, 1230, 1509 ], [ 1511, 1563, 1615, 1683, 2423 ], [ 2425, 2550, 2600, 2600, 3127 ], [ 3129, 3129, 3186, 3186, 3720 ] ]
//Function that returns a complex number to power of 5
vec2 complexPower5(vec2 c) {
vec2 cRes = c; for(int i = 1; i < 5; i++) { //Multiply the result by the original complex number vec2 cResCopy = cRes; cRes.x = (c.x * cResCopy.x) - (c.y * cResCopy.y); cRes.y = (c.x * cResCopy.y) + (c.y * cResCopy.x); } return cRes; }
//Function that returns a complex number to power of 5 vec2 complexPower5(vec2 c) {
1
1
ltVGWG
vmednis
2016-10-15T10:36:55
/* Copyright (c) 2016 Valters Mednis Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute,...
mit
[ 1511, 1563, 1615, 1683, 2423 ]
[ [ 1147, 1202, 1230, 1230, 1509 ], [ 1511, 1563, 1615, 1683, 2423 ], [ 2425, 2550, 2600, 2600, 3127 ], [ 3129, 3129, 3186, 3186, 3720 ] ]
//Returns the color of a biomorph at position coord
vec4 colorBiomorph(vec2 coord, vec2 morphConstant) {
vec2 z = coord; for(int i = 0; i < ITERATIONS_MAX; i++) { if((z.x * z.x < EXIT_NUMBER * EXIT_NUMBER) && (z.y * z.y < EXIT_NUMBER * EXIT_NUMBER) && ((z.x * z.x) + (z.y * z.y) < EXIT_NUMBER * EXIT_NUMBER)) { //z = z^5 + c z = complexPower5(z) + morphConstant; } }...
//Returns the color of a biomorph at position coord vec4 colorBiomorph(vec2 coord, vec2 morphConstant) {
1
1
ltVGWG
vmednis
2016-10-15T10:36:55
/* Copyright (c) 2016 Valters Mednis Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute,...
mit
[ 2425, 2550, 2600, 2600, 3127 ]
[ [ 1147, 1202, 1230, 1230, 1509 ], [ 1511, 1563, 1615, 1683, 2423 ], [ 2425, 2550, 2600, 2600, 3127 ], [ 3129, 3129, 3186, 3186, 3720 ] ]
//Simple multisampling-antialising //Effectively the same as rendering the thing in a larger resolution and then downscaling
vec4 antiAliasedBiomorph(vec2 uv, vec2 constant) {
vec4 result = vec4(0.0, 0.0, 0.0, 0.0); vec2 sampleStep = 1.0 / iResolution.xy / float(ANTIALIAS_AMOUNT + 1); for(int i = 1; i < ANTIALIAS_AMOUNT + 1; i++) { for(int j = 1; j < ANTIALIAS_AMOUNT + 1; j++) { vec2 currentPos = uv; currentPos.x += sampleStep.x * floa...
//Simple multisampling-antialising //Effectively the same as rendering the thing in a larger resolution and then downscaling vec4 antiAliasedBiomorph(vec2 uv, vec2 constant) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 1074, 1103, 1126, 1126, 1166 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// Basically a triangle wave
float repeat(float x) {
return abs(fract(x*0.5+0.5)-0.5)*2.0; }
// Basically a triangle wave float repeat(float x) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 1168, 1633, 1722, 1772, 3200 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This is it... what you have been waiting for... _The_ Glorious Line Algorithm. // This function will make a signed distance field that says how far you are from the edge // of the line at any point U,V. // Pass it UVs, line end points, line thickness (x is along the line and y is perpendicular), // How rounded the e...
float LineDistField(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float dashOn) {
rounded = min(thick.y, rounded); // midpoint vec2 mid = (pB + pA) * 0.5; // vector from point A to B vec2 delta = pB - pA; // Distance between endpoints float lenD = length(delta); // unit vector pointing in the line's direction vec2 unit = delta / lenD; // Check for when line e...
// This is it... what you have been waiting for... _The_ Glorious Line Algorithm. // This function will make a signed distance field that says how far you are from the edge // of the line at any point U,V. // Pass it UVs, line end points, line thickness (x is along the line and y is perpendicular), // How rounded the e...
1
2
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3202, 3286, 3359, 3359, 3539 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This makes a filled line in pixel units. A 1.0 thick line will be 1 pixel thick.
float FillLinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
float scale = abs(dFdy(uv).y); thick = (thick * 0.5 - 0.5) * scale; float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); return saturate(df / scale); }
// This makes a filled line in pixel units. A 1.0 thick line will be 1 pixel thick. float FillLinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 3541, 3631, 3727, 3727, 4044 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This makes an outlined line in pixel units. A 1.0 thick outline will be 1 pixel thick.
float DrawOutlinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) {
float scale = abs(dFdy(uv).y); thick = (thick * 0.5 - 0.5) * scale; rounded = (rounded * 0.5 - 0.5) * scale; outlineThick = (outlineThick * 0.5 - 0.5) * scale; float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); return saturate((abs(df + outlineThick) - outlineThick) / scale); }
// This makes an outlined line in pixel units. A 1.0 thick outline will be 1 pixel thick. float DrawOutlinePix(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4046, 4133, 4203, 4203, 4317 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This makes a line in UV units. A 1.0 thick line will span a whole 0..1 in UV space.
float FillLine(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); return saturate(df / abs(dFdy(uv).y)); }
// This makes a line in UV units. A 1.0 thick line will span a whole 0..1 in UV space. float FillLine(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4319, 4413, 4487, 4487, 4601 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This makes a dashed line in UV units. A 1.0 thick line will span a whole 0..1 in UV space.
float FillLineDash(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 1.0); return saturate(df / abs(dFdy(uv).y)); }
// This makes a dashed line in UV units. A 1.0 thick line will span a whole 0..1 in UV space. float FillLineDash(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4603, 4695, 4788, 4788, 4939 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This makes an outlined line in UV units. A 1.0 thick outline will span 0..1 in UV space.
float DrawOutline(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) {
float df = LineDistField(uv, pA, pB, vec2(thick), rounded, 0.0); return saturate((abs(df + outlineThick) - outlineThick) / abs(dFdy(uv).y)); }
// This makes an outlined line in UV units. A 1.0 thick outline will span 0..1 in UV space. float DrawOutline(vec2 uv, vec2 pA, vec2 pB, vec2 thick, float rounded, float outlineThick) {
1
1
4tc3DX
otaviogood
2016-11-01T07:02:43
/*-------------------------------------------------------------------------------------- License CC0 - http://creativecommons.org/publicdomain/zero/1.0/ To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This s...
cc0-1.0
[ 4941, 5033, 5082, 5082, 5178 ]
[ [ 1074, 1103, 1126, 1126, 1166 ], [ 1168, 1633, 1722, 1772, 3200 ], [ 3202, 3286, 3359, 3359, 3539 ], [ 3541, 3631, 3727, 3727, 4044 ], [ 4046, 4133, 4203, 4203, 4317 ], [ 4319, 4413, ...
// This just draws a point for debugging using a different technique that is less glorious.
void DrawPoint(vec2 uv, vec2 p, inout vec3 col) {
col = mix(col, vec3(1.0, 0.25, 0.25), saturate(abs(dFdy(uv).y)*8.0/distance(uv, p)-4.0)); }
// This just draws a point for debugging using a different technique that is less glorious. void DrawPoint(vec2 uv, vec2 p, inout vec3 col) {
1
1
ll3Xzf
iq
2016-12-05T05:42:03
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2610, 2635, 2796, 2796, 2966 ]
[ [ 2175, 2441, 2530, 2530, 2607 ], [ 2610, 2635, 2796, 2796, 2966 ], [ 2969, 3006, 3070, 3108, 3388 ], [ 3390, 3390, 3416, 3416, 3483 ] ]
// ray-disk intersection
float iDisk( in vec3 ro, in vec3 rd, // ray: origin, direction in vec3 cen, in vec3 nor, float rad ) // disk: center, normal, radius {
vec3 q = ro - cen; float t = -dot(nor,q)/dot(rd,nor); if( t<0.0 ) return -1.0; vec3 d = q + rd*t; if( dot(d,d)>(rad*rad) ) return -1.0; return t; }
// ray-disk intersection float iDisk( in vec3 ro, in vec3 rd, // ray: origin, direction in vec3 cen, in vec3 nor, float rad ) // disk: center, normal, radius {
2
2
ll3Xzf
iq
2016-12-05T05:42:03
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2969, 3006, 3070, 3108, 3388 ]
[ [ 2175, 2441, 2530, 2530, 2607 ], [ 2610, 2635, 2796, 2796, 2966 ], [ 2969, 3006, 3070, 3108, 3388 ], [ 3390, 3390, 3416, 3416, 3483 ] ]
// ray-box intersection (simplified)
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 cen, in vec3 rad ) {
vec3 m = 1.0/rd; vec3 n = m*(ro-cen); vec3 k = abs(m)*rad; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); if( tN > tF || tF < 0.0) return vec2(-1.0); return vec2( tN, tF ); }
// ray-box intersection (simplified) vec2 iBox( in vec3 ro, in vec3 rd, in vec3 cen, in vec3 rad ) {
5
5
MtcXRf
iq
2016-12-05T05:43:39
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2337, 2607, 2667, 2667, 2826 ]
[ [ 2337, 2607, 2667, 2667, 2826 ], [ 2828, 2879, 3003, 3046, 3781 ], [ 3784, 3808, 3872, 3872, 4152 ], [ 4155, 4155, 4181, 4181, 4248 ] ]
//--------------------------------------------------------------------------------------- // bounding box for a cylinder (http://iquilezles.org/www/articles/diskbbox/diskbbox.htm) //---------------------------------------------------------------------------------------
bound3 CylinderAABB( in vec3 pa, in vec3 pb, in float ra ) {
vec3 a = pb - pa; vec3 e = ra*sqrt( 1.0 - a*a/dot(a,a) ); return bound3( min( pa - e, pb - e ), max( pa + e, pb + e ) ); }
//--------------------------------------------------------------------------------------- // bounding box for a cylinder (http://iquilezles.org/www/articles/diskbbox/diskbbox.htm) //--------------------------------------------------------------------------------------- bound3 CylinderAABB( in vec3 pa, in vec3 pb, in fl...
1
1
MtcXRf
iq
2016-12-05T05:43:39
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2828, 2879, 3003, 3046, 3781 ]
[ [ 2337, 2607, 2667, 2667, 2826 ], [ 2828, 2879, 3003, 3046, 3781 ], [ 3784, 3808, 3872, 3872, 4152 ], [ 4155, 4155, 4181, 4181, 4248 ] ]
// ray-cylinder intersetion (returns t and normal)
vec4 iCylinder( in vec3 ro, in vec3 rd, in vec3 pa, in vec3 pb, in float ra ) // point a, point b, radius {
vec3 cc = 0.5*(pa+pb); float ch = length(pb-pa); vec3 ca = (pb-pa)/ch; ch *= 0.5; vec3 oc = ro - cc; float card = dot(ca,rd); float caoc = dot(ca,oc); float a = 1.0 - card*card; float b = dot( oc, rd) - caoc*card; float c = dot( oc, oc) - caoc*caoc - ra*ra; float h =...
// ray-cylinder intersetion (returns t and normal) vec4 iCylinder( in vec3 ro, in vec3 rd, in vec3 pa, in vec3 pb, in float ra ) // point a, point b, radius {
1
1
MtcXRf
iq
2016-12-05T05:43:39
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 3784, 3808, 3872, 3872, 4152 ]
[ [ 2337, 2607, 2667, 2667, 2826 ], [ 2828, 2879, 3003, 3046, 3781 ], [ 3784, 3808, 3872, 3872, 4152 ], [ 4155, 4155, 4181, 4181, 4248 ] ]
// ray-box intersection
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 cen, in vec3 rad ) {
vec3 m = 1.0/rd; vec3 n = m*(ro-cen); vec3 k = abs(m)*rad; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); if( tN > tF || tF < 0.0) return vec2(-1.0); return vec2( tN, tF ); }
// ray-box intersection vec2 iBox( in vec3 ro, in vec3 rd, in vec3 cen, in vec3 rad ) {
5
5
Xt3SzX
iq
2016-12-03T01:02:35
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1650, 1742, 1824, 1824, 2512 ]
[ [ 1650, 1742, 1824, 1824, 2512 ], [ 2514, 2532, 2597, 2597, 2723 ], [ 2726, 2744, 2822, 2822, 3036 ], [ 3038, 3038, 3066, 3066, 3256 ] ]
// intersect capsule : http://www.iquilezles.org/www/articles/intersectors/intersectors.htm
float capIntersect( in vec3 ro, in vec3 rd, in vec3 pa, in vec3 pb, in float r ) {
vec3 ba = pb - pa; vec3 oa = ro - pa; float baba = dot(ba,ba); float bard = dot(ba,rd); float baoa = dot(ba,oa); float rdoa = dot(rd,oa); float oaoa = dot(oa,oa); float a = baba - bard*bard; float b = baba*rdoa - baoa*bard; float c = baba*oaoa - baoa*baoa - r*r*baba; ...
// intersect capsule : http://www.iquilezles.org/www/articles/intersectors/intersectors.htm float capIntersect( in vec3 ro, in vec3 rd, in vec3 pa, in vec3 pb, in float r ) {
2
6
Xt3SzX
iq
2016-12-03T01:02:35
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2514, 2532, 2597, 2597, 2723 ]
[ [ 1650, 1742, 1824, 1824, 2512 ], [ 2514, 2532, 2597, 2597, 2723 ], [ 2726, 2744, 2822, 2822, 3036 ], [ 3038, 3038, 3066, 3066, 3256 ] ]
// compute normal
vec3 capNormal( in vec3 pos, in vec3 a, in vec3 b, in float r ) {
vec3 ba = b - a; vec3 pa = pos - a; float h = clamp(dot(pa,ba)/dot(ba,ba),0.0,1.0); return (pa - h*ba)/r; }
// compute normal vec3 capNormal( in vec3 pos, in vec3 a, in vec3 b, in float r ) {
5
5
XttSz2
iq
2016-12-02T07:48:27
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 3586, 3623, 3674, 3674, 3942 ]
[ [ 1526, 1526, 1549, 1549, 1585 ], [ 1768, 1768, 1794, 1794, 2629 ], [ 2698, 2698, 2751, 2751, 2929 ], [ 2931, 2931, 2955, 2955, 3380 ], [ 3382, 3382, 3405, 3405, 3584 ], [ 3586, 3623, ...
// ray-box intersection in box space
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad ) {
vec3 m = 1.0/rd; vec3 n = m*ro; vec3 k = abs(m)*rad; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); if( tN > tF || tF < 0.0) return vec2(-1.0); return vec2( tN, tF ); }
// ray-box intersection in box space vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad ) {
4
24
XttSz2
iq
2016-12-02T07:48:27
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 3944, 3956, 3999, 3999, 4438 ]
[ [ 1526, 1526, 1549, 1549, 1585 ], [ 1768, 1768, 1794, 1794, 2629 ], [ 2698, 2698, 2751, 2751, 2929 ], [ 2931, 2931, 2955, 2955, 3380 ], [ 3382, 3382, 3405, 3405, 3584 ], [ 3586, 3623, ...
// raymarch
vec4 interesect( in vec3 ro, in vec3 rd ) {
vec4 res = vec4(-1.0); // bounding volume vec2 dis = iBox( ro, rd, vec3(1.5) ) ; if( dis.y<0.0 ) return res; // raymarch float tmax = dis.y; float t = dis.x; for( int i=0; i<128; i++ ) { vec3 pos = ro + t*rd; vec4 hnor = map( pos ); res = vec4(t,hnor.yzw); ...
// raymarch vec4 interesect( in vec3 ro, in vec3 rd ) {
1
3
XttSz2
iq
2016-12-02T07:48:27
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 4779, 4905, 4941, 4941, 5205 ]
[ [ 1526, 1526, 1549, 1549, 1585 ], [ 1768, 1768, 1794, 1794, 2629 ], [ 2698, 2698, 2751, 2751, 2929 ], [ 2931, 2931, 2955, 2955, 3380 ], [ 3382, 3382, 3405, 3405, 3584 ], [ 3586, 3623, ...
// fibonazzi points in s aphsre, more info: // http://lgdv.cs.fau.de/uploads/publications/spherical_fibonacci_mapping_opt.pdf
vec3 forwardSF( float i, float n) {
const float PI = 3.141592653589793238; const float PHI = 1.618033988749894848; float phi = 2.0*PI*fract(i/PHI); float zi = 1.0 - (2.0*i+1.0)/n; float sinTheta = sqrt( 1.0 - zi*zi); return vec3( cos(phi)*sinTheta, sin(phi)*sinTheta, zi); }
// fibonazzi points in s aphsre, more info: // http://lgdv.cs.fau.de/uploads/publications/spherical_fibonacci_mapping_opt.pdf vec3 forwardSF( float i, float n) {
15
21
Mt3SWX
iq
2017-01-08T04:48:49
// The MIT License // Copyright © 2016 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 4619, 4631, 4689, 4689, 5181 ]
[ [ 1201, 1201, 1224, 1224, 1260 ], [ 1494, 1494, 1533, 1533, 3128 ], [ 3197, 3197, 3250, 3250, 3428 ], [ 3430, 3430, 3466, 3466, 3939 ], [ 3941, 3941, 3976, 3976, 4259 ], [ 4261, 4298, ...
// raymarch
vec4 interesect( in vec3 ro, in vec3 rd, out mat3 resS ) {
vec4 res = vec4(-1.0); resS = mat3(0.0); // bounding volume vec2 dis = iBox( ro, rd, vec3(1.5) ) ; if( dis.y<0.0 ) return res; // raymarch float tmax = dis.y; float t = dis.x; for( int i=0; i<128; i++ ) { vec3 pos = ro + t*rd; mat3 dd; vec4 hnor = map( pos, dd ); ...
// raymarch vec4 interesect( in vec3 ro, in vec3 rd, out mat3 resS ) {
1
1
XdXBRH
iq
2017-05-14T07:01:57
// The MIT License // Copyright © 2017 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 2142, 2202, 2228, 2228, 3094 ]
[ [ 1940, 1940, 2001, 2001, 2139 ], [ 2142, 2202, 2228, 2228, 3094 ], [ 3148, 3148, 3205, 3205, 3404 ] ]
// return gradient noise (in x) and its derivatives (in yz)
vec3 noised( in vec2 p ) {
vec2 i = floor( p ); vec2 f = fract( p ); #if 1 // quintic interpolation vec2 u = f*f*f*(f*(f*6.0-15.0)+10.0); vec2 du = 30.0*f*f*(f*(f-2.0)+1.0); #else // cubic interpolation vec2 u = f*f*(3.0-2.0*f); vec2 du = 6.0*f*(1.0-f); #endif vec2 ga = hash( i + vec2(0.0,0.0) ); ...
// return gradient noise (in x) and its derivatives (in yz) vec3 noised( in vec2 p ) {
23
26
XtBfzz
iq
2017-12-25T05:25:25
// The MIT License // Copyright © 2017 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1401, 1415, 1480, 1498, 1799 ]
[ [ 1401, 1415, 1480, 1498, 1799 ], [ 1829, 1829, 1861, 1880, 2143 ], [ 2564, 2564, 2627, 2627, 2850 ], [ 2852, 2852, 2910, 2910, 3018 ], [ 3020, 3020, 3074, 3074, 3260 ], [ 3861, 3861, ...
// grid ratio
float gridTextureGradBox( in vec2 p, in vec2 ddx, in vec2 ddy ) {
vec2 w = max(abs(ddx), abs(ddy)) + 0.01; // analytic (box) filtering vec2 a = p + 0.5*w; vec2 b = p - 0.5*w; vec2 i = (floor(a)+min(fract(a)*N,1.0)- floor(b)-min(fract(b)*N,1.0))/(N*w); //pattern return (1.0-i.x)*(1.0-i.y); }
// grid ratio float gridTextureGradBox( in vec2 p, in vec2 ddx, in vec2 ddy ) {
2
6
4dKfDV
iq
2018-07-03T04:37:50
// The MIT License // Copyright © 2018 Inigo Quilez // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publ...
mit
[ 1333, 1388, 1412, 1412, 1545 ]
[ [ 1244, 1244, 1268, 1268, 1331 ], [ 1333, 1388, 1412, 1412, 1545 ], [ 1547, 1547, 1587, 1600, 1924 ], [ 1927, 1927, 1975, 1975, 2234 ], [ 2236, 2236, 2269, 2269, 2591 ] ]
// gradient/derivative of map (common factors removed)
vec3 dmap( in vec3 p ) {
return p*(1.0 - vec3(1,0,1)*torus.x/length(p.xz)); //return p*(dot(p,p)-torus.y*torus.y-torus.x*torus.x*vec3(1.0,-1.0,1.0)); }
// gradient/derivative of map (common factors removed) vec3 dmap( in vec3 p ) {
1
1
lldyzM
ollj
2018-07-20T10:46:29
//self https://www.shadertoy.com/view/lldyzM //analytical filter kernel,triangular //https://www.shadertoy.com/view/llffWs // Similar to https://www.shadertoy.com/view/XlXBWs,but with a triangular filter kernel, // which produces less flickering animations that a box filter. Luckily,it's still easily // http://iquile...
mit
[ 3872, 3952, 3992, 3992, 4018 ]
[ [ 3872, 3952, 3992, 3992, 4018 ], [ 4018, 4067, 4089, 4089, 4114 ], [ 4114, 4262, 4285, 4285, 4314 ], [ 4314, 4334, 4357, 4357, 4386 ], [ 4386, 4403, 4426, 4426, 4455 ], [ 4455, 4482, ...
//and this ray-transpose function is the strangest of em all to be useful here:
void rayTransp(inout v33 a,inout v33 b){
vec3 s=a.b;a.b=b.a;b.a=s;}
//and this ray-transpose function is the strangest of em all to be useful here: void rayTransp(inout v33 a,inout v33 b){
1
1
lldyzM
ollj
2018-07-20T10:46:29
//self https://www.shadertoy.com/view/lldyzM //analytical filter kernel,triangular //https://www.shadertoy.com/view/llffWs // Similar to https://www.shadertoy.com/view/XlXBWs,but with a triangular filter kernel, // which produces less flickering animations that a box filter. Luckily,it's still easily // http://iquile...
mit
[ 4018, 4067, 4089, 4089, 4114 ]
[ [ 3872, 3952, 3992, 3992, 4018 ], [ 4018, 4067, 4089, 4089, 4114 ], [ 4114, 4262, 4285, 4285, 4314 ], [ 4314, 4334, 4357, 4357, 4386 ], [ 4386, 4403, 4426, 4426, 4455 ], [ 4455, 4482, ...
//swap direction(.b)of [a] with origin(.a)of [b]
v33 sub(v33 a,vec3 b){
return v33(a.a-b,a.b-b);}
//swap direction(.b)of [a] with origin(.a)of [b] v33 sub(v33 a,vec3 b){
1
1
lldyzM
ollj
2018-07-20T10:46:29
//self https://www.shadertoy.com/view/lldyzM //analytical filter kernel,triangular //https://www.shadertoy.com/view/llffWs // Similar to https://www.shadertoy.com/view/XlXBWs,but with a triangular filter kernel, // which produces less flickering animations that a box filter. Luckily,it's still easily // http://iquile...
mit
[ 4114, 4262, 4285, 4285, 4314 ]
[ [ 3872, 3952, 3992, 3992, 4018 ], [ 4018, 4067, 4089, 4089, 4114 ], [ 4114, 4262, 4285, 4285, 4314 ], [ 4314, 4334, 4357, 4357, 4386 ], [ 4386, 4403, 4426, 4426, 4455 ], [ 4455, 4482, ...
//substract b from all ray components //component wise ray substraction(this one is a bit odd,differential wise,is basically scaling a rays points)
v33 subc(v33 a,v33 b){
return v33(a.a-b.a,a.b-b.b);}
//substract b from all ray components //component wise ray substraction(this one is a bit odd,differential wise,is basically scaling a rays points) v33 subc(v33 a,v33 b){
1
1
lldyzM
ollj
2018-07-20T10:46:29
//self https://www.shadertoy.com/view/lldyzM //analytical filter kernel,triangular //https://www.shadertoy.com/view/llffWs // Similar to https://www.shadertoy.com/view/XlXBWs,but with a triangular filter kernel, // which produces less flickering animations that a box filter. Luckily,it's still easily // http://iquile...
mit
[ 4455, 4482, 4503, 4503, 4543 ]
[ [ 3872, 3952, 3992, 3992, 4018 ], [ 4018, 4067, 4089, 4089, 4114 ], [ 4114, 4262, 4285, 4285, 4314 ], [ 4314, 4334, 4357, 4357, 4386 ], [ 4386, 4403, 4426, 4426, 4455 ], [ 4455, 4482, ...
//v33-differentials for AA
vec2 dt(v33 a,v33 b){
return vec2(dot(a.a,b.a),dot(a.b,b.b));}
//v33-differentials for AA vec2 dt(v33 a,v33 b){
1
1