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dls3Wr
mkeeter
2022-12-21T17:04:32
// Using distance-to-quadratic and winding number to generate a closed-form // distance field of a font outline, which is specified as lines + quadratic // Bézier curves. // // Quadratic solver is based on https://www.shadertoy.com/view/MlKcDD, which // includes the following copyright notice: // // Copyright © 20...
mit
[ 7709, 7758, 7811, 7811, 8140 ]
[ [ 5475, 5475, 5498, 5498, 5518 ], [ 5519, 5519, 5552, 5552, 5584 ], [ 5586, 5627, 5689, 5689, 7707 ], [ 7709, 7758, 7811, 7811, 8140 ], [ 8142, 8142, 8196, 8196, 8386 ], [ 8388, 8388, ...
// Source: https://www.shadertoy.com/view/wdBXRW
float winding_sign(in vec2 p, in vec2 a, in vec2 b) {
vec2 e = b - a; vec2 w = p - a; // winding number from http://geomalgorithms.com/a03-_inclusion.html bvec3 cond = bvec3(p.y >= a.y, p.y < b.y, e.x*w.y > e.y*w.x); if( all(cond) || all(not(cond))) { return -1.0; } else { return 1.0...
// Source: https://www.shadertoy.com/view/wdBXRW float winding_sign(in vec2 p, in vec2 a, in vec2 b) {
1
1
mllGzH
iq
2022-12-18T05:04:33
// The MIT License // Copyright © 2022 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
[ 1254, 1434, 1484, 1505, 2395 ]
[ [ 1254, 1434, 1484, 1505, 2395 ], [ 2397, 2397, 2425, 2425, 2584 ] ]
// takes: // ro,rd = ray origin and direction // s = wedge length, height and width // returns: // .x = distance to intersection // .yzw = normal at intersection point
vec4 iWedge( in vec3 ro, in vec3 rd, in vec3 s ) {
vec3 m = 1.0/rd; vec3 z = vec3(rd.x>=0.0?1.0:-1.0, rd.y>=0.0?1.0:-1.0, rd.z>=0.0?1.0:-1.0); vec3 k = s*z; vec3 t1 = (-ro - k)*m; vec3 t2 = (-ro + k)*m; float tn = max(max(t1.x, t1.y), t1.z); float tf = min(min(t2.x, t2.y), t2.z); if( tn>tf ) return vec4(-1.0); // boolean wi...
// takes: // ro,rd = ray origin and direction // s = wedge length, height and width // returns: // .x = distance to intersection // .yzw = normal at intersection point vec4 iWedge( in vec3 ro, in vec3 rd, in vec3 s ) {
1
1
ctf3z8
ttg
2022-12-16T23:56:20
/* 24-bit fixed * 12-mantissa-bit multiply https://www.shadertoy.com/view/ctf3z8 Multiply 24-bit signed integer by float using 12 bits of mantissa into whole part and fract part without loss of precision over the integer argument's range. Click left/right to compare one at a time. Copyright 2022 Theron Tarigo. All ...
isc
[ 428, 603, 672, 672, 911 ]
[ [ 428, 603, 672, 672, 911 ], [ 913, 913, 950, 950, 1848 ] ]
// https://www.shadertoy.com/view/ctf3z8 // requires abs(a) < (1<<24), recognizes only 12 significand bits of b // logical operation: returns fract(a*b+x), ret_n=floor(a*b+x)
float frac_mad_i24_m12_f32 (out int ret_n, int a, float b, float x) {
#ifdef SAFE int _M=~0xFFF; if (a!=(a&0xFFFFFF)) return 0.; b = intBitsToFloat(floatBitsToInt(b)&_M); #endif vec2 p = vec2(a&0xFFF,a&~0xFFF)*b,i=floor(p),f=p-i,r=f+f.y+x; ret_n = int(i.x+i.y+(r.y=floor(r.x))); return r.x-r.y; }
// https://www.shadertoy.com/view/ctf3z8 // requires abs(a) < (1<<24), recognizes only 12 significand bits of b // logical operation: returns fract(a*b+x), ret_n=floor(a*b+x) float frac_mad_i24_m12_f32 (out int ret_n, int a, float b, float x) {
1
1
DdSXzW
fishy
2022-12-02T00:28:26
// The MIT License // Copyright © 2020 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
[ 1648, 1758, 1808, 1808, 2068 ]
[ [ 1648, 1758, 1808, 1808, 2068 ], [ 2070, 2165, 2202, 2202, 2234 ], [ 2236, 2236, 2273, 2273, 2534 ], [ 2536, 2536, 2588, 2588, 2756 ], [ 2758, 2758, 2776, 2811, 2976 ], [ 2978, 2978, ...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ < 1 unfortunatelly
vec3 sdgSMin( in vec3 a, in vec3 b, in float k ) {
float h = max(k-abs(a.x-b.x),0.0); float m = 0.25*h*h/k; // [0 - k/4] for [|a-b|=k - |a-b|=0] float n = 0.50* h/k; // [0 - 1/2] for [|a-b|=k - |a-b|=0] return vec3( min(a.x, b.x) - m, mix(a.yz, b.yz, (a.x<b.x)?n:1.0-n) ); }
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ < 1 unfortunatelly vec3 sdgSMin( in vec3 a, in vec3 b, in float k ) {
2
3
ctBSDG
Paul_31415
2023-02-15T18:23:43
// The MIT License // Copyright © 2013 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
[ 8184, 8242, 8286, 8286, 8439 ]
[ [ 1858, 1858, 1883, 1883, 1910 ], [ 2993, 2993, 3017, 3017, 3059 ], [ 3060, 3060, 3085, 3085, 3115 ], [ 4329, 4467, 4504, 4857, 8182 ], [ 8184, 8242, 8286, 8286, 8439 ], [ 8442, 8467, ...
//using the "locus of points" geometric defn of hyperbola
float inside_Hyperbola( vec2 p, in vec2 ab){
float sqrt2 = sqrt(2.0);//foci are at (0,±√2) p /= ab; p /= 2.0; return sign(length(p-vec2(0,sqrt2))-length(p-vec2(0,-sqrt2))+2.0); }
//using the "locus of points" geometric defn of hyperbola float inside_Hyperbola( vec2 p, in vec2 ab){
1
1
ctBSDG
Paul_31415
2023-02-15T18:23:43
// The MIT License // Copyright © 2013 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
[ 8442, 8467, 8507, 8507, 8558 ]
[ [ 1858, 1858, 1883, 1883, 1910 ], [ 2993, 2993, 3017, 3017, 3059 ], [ 3060, 3060, 3085, 3085, 3115 ], [ 4329, 4467, 4504, 4857, 8182 ], [ 8184, 8242, 8286, 8286, 8439 ], [ 8442, 8467, ...
//precision loss testing
float add_ploss(in float a, in float b){
return -log2(abs(a+b)/(abs(a)+abs(b)))/24.0; }
//precision loss testing float add_ploss(in float a, in float b){
1
1
ctBSDG
Paul_31415
2023-02-15T18:23:43
// The MIT License // Copyright © 2013 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
[ 12043, 12083, 12153, 12153, 13776 ]
[ [ 1858, 1858, 1883, 1883, 1910 ], [ 2993, 2993, 3017, 3017, 3059 ], [ 3060, 3060, 3085, 3085, 3115 ], [ 4329, 4467, 4504, 4857, 8182 ], [ 8184, 8242, 8286, 8286, 8439 ], [ 8442, 8467, ...
//for highlighting individual solutions
vec2 pHyperbola_sols( vec2 p, in vec2 ab, in float s1, in float s2 ) {
float t = 0.0; float r2 = ab.x*ab.x+ab.y*ab.y; float az = ab.x*p.x; float bw = ab.y*p.y; float A = 2.0*r2; float B = -2.0*(az+bw); float C = 0.0; float D = -2.0*(az-bw); float E = -2.0*r2; float boa = B/A; float coa = C/A; float doa = D/A; float e...
//for highlighting individual solutions vec2 pHyperbola_sols( vec2 p, in vec2 ab, in float s1, in float s2 ) {
1
1
ddd3zs
iq
2023-03-02T04:52:06
// The MIT License // Copyright © 2023 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
[ 1213, 1264, 1328, 1451, 2914 ]
[ [ 1213, 1264, 1328, 1451, 2914 ], [ 2980, 3029, 3081, 3081, 3195 ], [ 3197, 3246, 3293, 3293, 3325 ], [ 3513, 3513, 3574, 3644, 4234 ], [ 4236, 4282, 4353, 4353, 4704 ], [ 4706, 4751, ...
// .x distance to the cone // .yzw closest point
vec4 sdcCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb) {
vec3 pa = p-a; vec3 ba = b-a; float baba = dot(ba,ba); float bale = sqrt(baba); vec3 w = ba/bale; float v = dot(pa,w); vec3 q = a + w*v; vec3 pq = p-q; float pqpq = dot(pq,pq); float u = sqrt(pqpq); //-------------------------------------- // distance ...
// .x distance to the cone // .yzw closest point vec4 sdcCappedCone(vec3 p, vec3 a, vec3 b, float ra, float rb) {
1
1
ddd3zs
iq
2023-03-02T04:52:06
// The MIT License // Copyright © 2023 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
[ 2980, 3029, 3081, 3081, 3195 ]
[ [ 1213, 1264, 1328, 1451, 2914 ], [ 2980, 3029, 3081, 3081, 3195 ], [ 3197, 3246, 3293, 3293, 3325 ], [ 3513, 3513, 3574, 3644, 4234 ], [ 4236, 4282, 4353, 4353, 4704 ], [ 4706, 4751, ...
// https://iquilezles.org/articles/distfunctions
float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) {
vec3 pa = p-a, ba = b-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ) - r; }
// https://iquilezles.org/articles/distfunctions float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) {
56
160
ddd3zs
iq
2023-03-02T04:52:06
// The MIT License // Copyright © 2023 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
[ 3197, 3246, 3293, 3293, 3325 ]
[ [ 1213, 1264, 1328, 1451, 2914 ], [ 2980, 3029, 3081, 3081, 3195 ], [ 3197, 3246, 3293, 3293, 3325 ], [ 3513, 3513, 3574, 3644, 4234 ], [ 4236, 4282, 4353, 4353, 4704 ], [ 4706, 4751, ...
// https://iquilezles.org/articles/distfunctions
float sdSphere( vec3 p, vec3 cen, float rad ) {
return length(p-cen)-rad; }
// https://iquilezles.org/articles/distfunctions float sdSphere( vec3 p, vec3 cen, float rad ) {
2
2
ddd3zs
iq
2023-03-02T04:52:06
// The MIT License // Copyright © 2023 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
[ 4236, 4282, 4353, 4353, 4704 ]
[ [ 1213, 1264, 1328, 1451, 2914 ], [ 2980, 3029, 3081, 3081, 3195 ], [ 3197, 3246, 3293, 3293, 3325 ], [ 3513, 3513, 3574, 3644, 4234 ], [ 4236, 4282, 4353, 4353, 4704 ], [ 4706, 4751, ...
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal( in vec3 pos, in bool showSurface, vec3 samplePoint ) {
vec2 e = vec2(1.0,-1.0)*0.5773; const float eps = 0.0005; return normalize( e.xyy*map( pos + e.xyy*eps, showSurface, samplePoint ).x + e.yyx*map( pos + e.yyx*eps, showSurface, samplePoint ).x + e.yxy*map( pos + e.yxy*eps, showSurface, samplePoint ).x + e.xxx*map( pos + e.xxx*eps, sh...
// https://iquilezles.org/articles/normalsSDF vec3 calcNormal( in vec3 pos, in bool showSurface, vec3 samplePoint ) {
1
1
ddd3zs
iq
2023-03-02T04:52:06
// The MIT License // Copyright © 2023 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
[ 4706, 4751, 4832, 4832, 5218 ]
[ [ 1213, 1264, 1328, 1451, 2914 ], [ 2980, 3029, 3081, 3081, 3195 ], [ 3197, 3246, 3293, 3293, 3325 ], [ 3513, 3513, 3574, 3644, 4234 ], [ 4236, 4282, 4353, 4353, 4704 ], [ 4706, 4751, ...
// https://iquilezles.org/articles/rmshadows
float calcSoftShadow( vec3 ro, vec3 rd, in bool showSurface, vec3 samplePoint ) {
float res = 1.0; const float tmax = 2.0; float t = 0.001; for( int i=0; i<64; i++ ) { float h = map(ro + t*rd, showSurface, samplePoint).x; res = min( res, 64.0*h/t ); t += clamp(h, 0.01,0.5); if( res<-1.0 || t>tmax ) break; } res = max(res,-1.0); ret...
// https://iquilezles.org/articles/rmshadows float calcSoftShadow( vec3 ro, vec3 rd, in bool showSurface, vec3 samplePoint ) {
1
1
ddt3Rs
iq
2023-03-02T04:51:38
// The MIT License // Copyright © 2023 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
[ 1301, 1396, 1475, 1475, 2350 ]
[ [ 1301, 1396, 1475, 1475, 2350 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgTrapezoid( in vec2 p, in float ra, float rb, float he, out vec2 ocl ) {
float sx = (p.x<0.0)?-1.0:1.0; float sy = (p.y<0.0)?-1.0:1.0; p.x = abs(p.x); vec4 res; // bottom and top edges { float h = min(p.x,(p.y<0.0)?ra:rb); vec2 c = vec2(h,sy*he); vec2 q = p - c; float d = dot(q,q); float s = abs(p.y) - he; res = ...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgTrapezoid( in vec2 p, in float ra, float rb, float he, out vec2 ocl ) {
1
1
mt3Gzl
bub
2023-05-01T05:14:30
// The MIT License // Copyright © 2021 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
[ 1660, 1733, 1778, 1778, 1903 ]
[ [ 1660, 1733, 1778, 1778, 1903 ] ]
//where is major radius and minor radius? //ra is major and rb is minor?
vec4 sdgTorus( vec3 p, float ra, float rb ) {
float h = length(p.xz); return vec4( length(vec2(h-ra,p.y))-rb, normalize(p*vec3(h-ra,h,h-ra)) ); }
//where is major radius and minor radius? //ra is major and rb is minor? vec4 sdgTorus( vec3 p, float ra, float rb ) {
2
2
cs2yzG
iq
2023-06-27T05:15:20
// The MIT License // Copyright © 2023 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
[ 1873, 1916, 1968, 1968, 2092 ]
[ [ 1411, 1411, 1478, 1501, 1870 ], [ 1873, 1916, 1968, 1968, 2092 ], [ 2094, 2094, 2151, 2170, 3725 ] ]
// iquilezles.org/articles/distfunctions2d
float udSegment( in vec2 p, in vec2 a, in vec2 b ) {
vec2 ba = b-a; vec2 pa = p-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length(pa-h*ba); }
// iquilezles.org/articles/distfunctions2d float udSegment( in vec2 p, in vec2 a, in vec2 b ) {
1
11
DslcWB
pizzahollandaise
2023-06-22T07:13:11
// The MIT License // Copyright © 2020 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
[ 1419, 1485, 1508, 1508, 1527 ]
[ [ 1241, 1241, 1275, 1275, 1327 ], [ 1329, 1329, 1361, 1361, 1395 ], [ 1419, 1485, 1508, 1508, 1527 ], [ 1528, 1528, 1587, 1651, 2473 ], [ 2475, 2475, 2495, 2495, 2726 ], [ 2729, 2729, ...
// Rounded capsule https://iquilezles.org/articles/distfunctions/
float dot2(in vec3 v) {
return dot(v,v); }
// Rounded capsule https://iquilezles.org/articles/distfunctions/ float dot2(in vec3 v) {
2
7
csscRl
pizzahollandaise
2023-06-18T16:31:14
// The MIT License // Copyright © 2020 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
[ 1219, 1323, 1389, 1389, 1543 ]
[ [ 1219, 1323, 1389, 1389, 1543 ], [ 1545, 1545, 1564, 1564, 1757 ], [ 1760, 1760, 1817, 1817, 2436 ] ]
// Essentially the box from iq // Squared distance so you only have to take one sqrt for multiple aabbs
float sqAABB( in vec2 p, in vec2 minCorner, in vec2 maxCorner ) {
vec2 size = (maxCorner - minCorner) * 0.5; vec2 center = minCorner + size; vec2 d = max(abs(p - center) - size, 0.0); return dot(d, d); }
// Essentially the box from iq // Squared distance so you only have to take one sqrt for multiple aabbs float sqAABB( in vec2 p, in vec2 minCorner, in vec2 maxCorner ) {
1
1
DdlyRr
lush3dash1
2023-06-11T21:14:16
// "Wind Waker Ocean" by @Polyflare (29/1/15) // License: Creative Commons Attribution 4.0 International // Source code for the texture generator is available at: // https://github.com/lmurray/circleator //----------------------------------------------------------------------------- // User settings // 0 = No antial...
cc-by-4.0
[ 6034, 6081, 6113, 6113, 6970 ]
[ [ 1241, 1241, 1280, 1280, 1467 ], [ 1469, 1538, 1565, 1565, 6032 ], [ 6034, 6081, 6113, 6113, 6970 ], [ 6972, 7019, 7043, 7043, 7248 ], [ 7250, 7286, 7316, 7316, 7467 ] ]
// Procedural texture generation for the water
vec3 water(vec2 uv, vec3 cdir) {
uv *= vec2(0.25); #if PARALLAX_WATER // Parallax height distortion with two directional waves at // slightly different angles. vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset float h = sin(uv.x + iTime); // Height at UV uv += a * h; h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTi...
// Procedural texture generation for the water vec3 water(vec2 uv, vec3 cdir) {
2
3
DdlyRr
lush3dash1
2023-06-11T21:14:16
// "Wind Waker Ocean" by @Polyflare (29/1/15) // License: Creative Commons Attribution 4.0 International // Source code for the texture generator is available at: // https://github.com/lmurray/circleator //----------------------------------------------------------------------------- // User settings // 0 = No antial...
cc-by-4.0
[ 6972, 7019, 7043, 7043, 7248 ]
[ [ 1241, 1241, 1280, 1280, 1467 ], [ 1469, 1538, 1565, 1565, 6032 ], [ 6034, 6081, 6113, 6113, 6970 ], [ 6972, 7019, 7043, 7043, 7248 ], [ 7250, 7286, 7316, 7316, 7467 ] ]
// Camera perspective based on [0..1] viewport
vec3 pixtoray(vec2 uv) {
vec3 pixpos; pixpos.xy = uv - 0.5; pixpos.y *= iResolution.y / iResolution.x; // Aspect correction pixpos.z = -0.6; // Focal length (Controls field of view) return normalize(pixpos); }
// Camera perspective based on [0..1] viewport vec3 pixtoray(vec2 uv) {
2
2
DdlyRr
lush3dash1
2023-06-11T21:14:16
// "Wind Waker Ocean" by @Polyflare (29/1/15) // License: Creative Commons Attribution 4.0 International // Source code for the texture generator is available at: // https://github.com/lmurray/circleator //----------------------------------------------------------------------------- // User settings // 0 = No antial...
cc-by-4.0
[ 7250, 7286, 7316, 7316, 7467 ]
[ [ 1241, 1241, 1280, 1280, 1467 ], [ 1469, 1538, 1565, 1565, 6032 ], [ 6034, 6081, 6113, 6113, 6970 ], [ 6972, 7019, 7043, 7043, 7248 ], [ 7250, 7286, 7316, 7316, 7467 ] ]
// Quaternion-vector multiplication
vec3 quatmul(vec4 q, vec3 v) {
vec3 qvec = q.xyz; vec3 uv = cross(qvec, v); vec3 uuv = cross(qvec, uv); uv *= (2.0 * q.w); uuv *= 2.0; return v + uv + uuv; }
// Quaternion-vector multiplication vec3 quatmul(vec4 q, vec3 v) {
2
2
Dt3SDH
iq
2023-06-06T07:02:34
// The MIT License // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // Copyright © 2023 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, inclu...
mit
[ 1539, 1588, 1640, 1640, 1668 ]
[ [ 1539, 1588, 1640, 1640, 1668 ], [ 1670, 1719, 1768, 1768, 1878 ], [ 1880, 1930, 1972, 1972, 2010 ], [ 2012, 2061, 2146, 2146, 2530 ], [ 2603, 2603, 2657, 2657, 2800 ], [ 2802, 2802, ...
// https://iquilezles.org/articles/distfunctions
float sdCircle( in vec2 p, in vec2 c, in float r ) {
return length(p-c)-r; }
// https://iquilezles.org/articles/distfunctions float sdCircle( in vec2 p, in vec2 c, in float r ) {
2
5
Dt3SDH
iq
2023-06-06T07:02:34
// The MIT License // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // Copyright © 2023 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, inclu...
mit
[ 1670, 1719, 1768, 1768, 1878 ]
[ [ 1539, 1588, 1640, 1640, 1668 ], [ 1670, 1719, 1768, 1768, 1878 ], [ 1880, 1930, 1972, 1972, 2010 ], [ 2012, 2061, 2146, 2146, 2530 ], [ 2603, 2603, 2657, 2657, 2800 ], [ 2802, 2802, ...
// https://iquilezles.org/articles/distfunctions
float sdLine( in vec2 p, in vec2 a, in vec2 b ) {
vec2 pa = p-a, ba = b-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ); }
// https://iquilezles.org/articles/distfunctions float sdLine( in vec2 p, in vec2 a, in vec2 b ) {
6
23
Dt3SDH
iq
2023-06-06T07:02:34
// The MIT License // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // Copyright © 2023 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, inclu...
mit
[ 1880, 1930, 1972, 1972, 2010 ]
[ [ 1539, 1588, 1640, 1640, 1668 ], [ 1670, 1719, 1768, 1768, 1878 ], [ 1880, 1930, 1972, 1972, 2010 ], [ 2012, 2061, 2146, 2146, 2530 ], [ 2603, 2603, 2657, 2657, 2800 ], [ 2802, 2802, ...
// https://iquilezles.org/articles/distfunctions/
vec2 opUnion( vec2 m, float d, float a ) {
return (d<m.x) ? vec2(d,a) : m; }
// https://iquilezles.org/articles/distfunctions/ vec2 opUnion( vec2 m, float d, float a ) {
1
1
Dt3SDH
iq
2023-06-06T07:02:34
// The MIT License // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // Copyright © 2023 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, inclu...
mit
[ 2012, 2061, 2146, 2146, 2530 ]
[ [ 1539, 1588, 1640, 1640, 1668 ], [ 1670, 1719, 1768, 1768, 1878 ], [ 1880, 1930, 1972, 1972, 2010 ], [ 2012, 2061, 2146, 2146, 2530 ], [ 2603, 2603, 2657, 2657, 2800 ], [ 2802, 2802, ...
// https://iquilezles.org/articles/intersectors/
void intersectCircle( in vec2 ro, in vec2 rd, float rad, out vec4 p1, out vec4 p2 ) {
float b = dot( ro, rd ); float c = dot( ro, ro ) - rad*rad; float h = b*b - c; if( h>0.0 ) { // real h = sqrt(h); p1 = vec4( ro + (-b+h)*rd, ro ); p2 = vec4( ro + (-b-h)*rd, ro ); } else { // complex h = sqrt(-h); p1 = vec4( ro - b*rd,...
// https://iquilezles.org/articles/intersectors/ void intersectCircle( in vec2 ro, in vec2 rd, float rad, out vec4 p1, out vec4 p2 ) {
1
1
slGyWt
iq
2023-06-02T00:42:14
// The MIT License // Copyright © 2023 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
[ 1229, 1333, 1386, 1386, 1454 ]
[ [ 1229, 1333, 1386, 1386, 1454 ], [ 1456, 1560, 1597, 1597, 1855 ], [ 1858, 1858, 1887, 1887, 1915 ], [ 2726, 2726, 2750, 2750, 2934 ], [ 2936, 2936, 2959, 2959, 3108 ], [ 3112, 3112, ...
// SDFs from iquilezles.org/articles/distfunctions2d // .x = f(p), .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgCircle( in vec2 p, in vec2 c, in float r ) {
p -= c; float l = length(p); return vec3( l-r, p/l ); }
// SDFs from iquilezles.org/articles/distfunctions2d // .x = f(p), .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgCircle( in vec2 p, in vec2 c, in float r ) {
1
1
slGyWt
iq
2023-06-02T00:42:14
// The MIT License // Copyright © 2023 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
[ 1456, 1560, 1597, 1597, 1855 ]
[ [ 1229, 1333, 1386, 1386, 1454 ], [ 1456, 1560, 1597, 1597, 1855 ], [ 1858, 1858, 1887, 1887, 1915 ], [ 2726, 2726, 2750, 2750, 2934 ], [ 2936, 2936, 2959, 2959, 3108 ], [ 3112, 3112, ...
// SDFs from iquilezles.org/articles/distfunctions2d // .x = f(p), .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgBox( in vec2 p, in vec2 b ) {
vec2 w = abs(p)-b; vec2 s = vec2(p.x<0.0?-1:1,p.y<0.0?-1:1); float g = max(w.x,w.y); vec2 q = max(w,0.0); float l = length(q); return vec3( (g>0.0)?l: g, s*((g>0.0)?q/l : ((w.x>w.y)?vec2(1,0):vec2(0,1)))); }
// SDFs from iquilezles.org/articles/distfunctions2d // .x = f(p), .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgBox( in vec2 p, in vec2 b ) {
1
5
DldXRf
iq
2023-06-01T22:51:37
// The MIT License // Copyright © 2023 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
[ 1363, 1458, 1486, 1486, 2088 ]
[ [ 1363, 1458, 1486, 1486, 2088 ], [ 2091, 2091, 2148, 2148, 3108 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgHeart( in vec2 p ) {
float sx = p.x<0.0?-1.0:1.0; p.x = abs(p.x); if( p.y+p.x>1.0 ) { const float r = sqrt(2.0)/4.0; vec2 q0 = p - vec2(0.25,0.75); float l = length(q0); vec3 d = vec3(l-r,q0/l); d.y *= sx; return d; } else { vec2 q1 = p-vec2(0.0,1.0)...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgHeart( in vec2 p ) {
1
1
ctfcW4
SnoopethDuckDuck
2023-07-30T13:52:14
// License: CC0 #define pi 3.14159 #define ss(a) smoothstep(-1./R.y, 1./R.y, .02 - length(u - a)) // Spring easing function: // https://www.desmos.com/calculator/vluz5j0svo // Wobble both ways (green) // https://www.desmos.com/calculator/9atfimg1ox #define f(a,b,x) sign(cos(x)) \ * (1. - exp(-(a) * ab...
cc0-1.0
[ 358, 438, 496, 496, 685 ]
[ [ 358, 438, 496, 496, 685 ], [ 687, 889, 934, 991, 1723 ], [ 1731, 1731, 1772, 1772, 2067 ] ]
// Instant push -> wobble (red) // https://www.desmos.com/calculator/gbkax818fx
float g(float a1, float b1, float a2, float b2, float x) {
x = mod(x, 2.); float f1 = 1. - exp(-a1 * x) * cos(b1 * x); float f2 = exp(-a2 * (x-1.)) * cos(b2 * (x-1.)); f2 = mix(1., f2, step(1., x)); return 1. - 2. * f1 * f2; }
// Instant push -> wobble (red) // https://www.desmos.com/calculator/gbkax818fx float g(float a1, float b1, float a2, float b2, float x) {
1
1
ctfcW4
SnoopethDuckDuck
2023-07-30T13:52:14
// License: CC0 #define pi 3.14159 #define ss(a) smoothstep(-1./R.y, 1./R.y, .02 - length(u - a)) // Spring easing function: // https://www.desmos.com/calculator/vluz5j0svo // Wobble both ways (green) // https://www.desmos.com/calculator/9atfimg1ox #define f(a,b,x) sign(cos(x)) \ * (1. - exp(-(a) * ab...
cc0-1.0
[ 687, 889, 934, 991, 1723 ]
[ [ 358, 438, 496, 496, 685 ], [ 687, 889, 934, 991, 1723 ], [ 1731, 1731, 1772, 1772, 2067 ] ]
// Slow push -> wobble (blue) // https://www.desmos.com/calculator/rwsnoaj9by // a: oscillation strength, a > 0 // b: oscillation amount, b = anything // n: Superellipse strength, n = 2, 4, 6, etc.
float h(float a, float b, float n, float x) {
float s = sign(mod(x, 4.) - 2.); // Make x periodic x = mod(x, 2.); // Clamp x so mix(f,g,v) is a quarter superellipse for 1 < x < 2 float v = min(1., x); // Spring equation float f = 1. - exp(-a * x) * cos(b * x); // Half superellipse equation (n = 2. is circle) ...
// Slow push -> wobble (blue) // https://www.desmos.com/calculator/rwsnoaj9by // a: oscillation strength, a > 0 // b: oscillation amount, b = anything // n: Superellipse strength, n = 2, 4, 6, etc. float h(float a, float b, float n, float x) {
1
1
ms2BWV
alphardex
2023-07-24T07:28:13
// // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See L...
mit
[ 4014, 4082, 4108, 4108, 4295 ]
[ [ 392, 392, 412, 412, 452 ], [ 454, 454, 474, 474, 514 ], [ 516, 516, 537, 537, 574 ], [ 576, 576, 604, 604, 653 ], [ 655, 655, 677, 677, 3269 ], [ 3295, 3295, 3313, 3313, 3988...
// inspired from: https://www.shadertoy.com/view/fsjyR3
float paperNoise(vec2 uv){
float n1=fbm(vec3(uv.xy+vec2(1.,0.),0.)); float n2=fbm(vec3(uv.xy-vec2(1.,0.),0.)); float n=n1-n2; return n; }
// inspired from: https://www.shadertoy.com/view/fsjyR3 float paperNoise(vec2 uv){
1
1
Dtf3Dl
iq
2023-07-21T20:43:16
// The MIT License // Copyright © 2023 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
[ 1359, 1389, 1419, 1419, 3543 ]
[ [ 1174, 1174, 1201, 1201, 1357 ], [ 1359, 1389, 1419, 1419, 3543 ], [ 3549, 3549, 3606, 3606, 4082 ] ]
// Cost: (6/14 MUL 6/13 ADD)
vec3 compute( int x, int y ) {
int R, B; //------------------------- // Section A (2 MUL, 3 ADD) //------------------------- int u = x-36; int v = 18-y; int u2 = u*u; int v2 = v*v; int h = u2 + v2; //------------------------- if( h < 200 ) { //---------------------------------...
// Cost: (6/14 MUL 6/13 ADD) vec3 compute( int x, int y ) {
1
1
ml2cWc
MattOstgard
2023-08-18T18:09:43
// 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
[ 7134, 7203, 7231, 7231, 7421 ]
[ [ 1532, 2003, 2080, 2153, 4752 ], [ 4755, 5053, 5117, 5209, 5883 ], [ 5886, 6252, 6322, 6404, 7132 ], [ 7134, 7203, 7231, 7231, 7421 ] ]
// Generate a pattern (grid-like) based on the given UV coordinates.
vec3 pattern( in vec2 uv ) {
vec3 col = vec3(0.6); col += 0.4*smoothstep(-0.01,0.01,cos(uv.x*0.5)*cos(uv.y*0.5)); col *= smoothstep(-1.0,-0.98,cos(uv.x))*smoothstep(-1.0,-0.98,cos(uv.y)); return col; }
// Generate a pattern (grid-like) based on the given UV coordinates. vec3 pattern( in vec2 uv ) {
6
36
dt2yDK
iq
2023-08-18T01:10:50
// The MIT License // Copyright © 2023 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
[ 1156, 1184, 1249, 1249, 1403 ]
[ [ 1156, 1184, 1249, 1249, 1403 ], [ 1732, 1755, 1820, 1820, 1966 ], [ 1968, 1968, 2025, 2061, 3243 ] ]
// Closest point on segment
vec2 cloSegment( in vec2 p, in vec2 a, in vec2 b, in float th ) {
vec2 ba = b-a; vec2 pa = p-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); vec2 c = a + h*ba; return c + th*normalize(p-c); }
// Closest point on segment vec2 cloSegment( in vec2 p, in vec2 a, in vec2 b, in float th ) {
1
1
dt2yDK
iq
2023-08-18T01:10:50
// The MIT License // Copyright © 2023 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
[ 1732, 1755, 1820, 1820, 1966 ]
[ [ 1156, 1184, 1249, 1249, 1403 ], [ 1732, 1755, 1820, 1820, 1966 ], [ 1968, 1968, 2025, 2061, 3243 ] ]
// distance to segment
float sdSegment( in vec2 p, in vec2 a, in vec2 b, in float th ) {
vec2 ba = b-a; vec2 pa = p-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); vec2 q = pa-h*ba; return length(q) - th; }
// distance to segment float sdSegment( in vec2 p, in vec2 a, in vec2 b, in float th ) {
1
1
DljcDG
iq
2023-08-17T22:23:32
// The MIT License // Copyright © 2023 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
[ 1157, 1189, 1240, 1240, 1554 ]
[ [ 1157, 1189, 1240, 1240, 1554 ], [ 1556, 1583, 1634, 1634, 1735 ], [ 1737, 1737, 1794, 1830, 2895 ] ]
// closest point on rounded box
vec2 cloRoundBox( in vec2 p, in vec2 b, float r ) {
vec2 s = vec2(p.x<0.0?-1:1,p.y<0.0?-1:1); vec2 w = abs(p) - b; if( max(w.x,w.y)>0.0 ) { vec2 q = max(w,0.0); float l = length(q); p -= s*(l-r)*q/l; } else { if( w.x>w.y ) p.x = s.x*(b.x+r); else p.y = s.y*(b.y+r); } return p; }
// closest point on rounded box vec2 cloRoundBox( in vec2 p, in vec2 b, float r ) {
1
1
DljcDG
iq
2023-08-17T22:23:32
// The MIT License // Copyright © 2023 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
[ 1556, 1583, 1634, 1634, 1735 ]
[ [ 1157, 1189, 1240, 1240, 1554 ], [ 1556, 1583, 1634, 1634, 1735 ], [ 1737, 1737, 1794, 1830, 2895 ] ]
// distance to rounded box
float sdRoundBox( in vec2 p, in vec2 b, float r ) {
vec2 w = abs(p)-b; float g = max(w.x,w.y); return ((g>0.0)?length(max(w,0.0)):g) - r; }
// distance to rounded box float sdRoundBox( in vec2 p, in vec2 b, float r ) {
1
1
cldSzf
iq
2023-08-17T22:23:20
// The MIT License // Copyright © 2023 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
[ 1917, 1936, 1973, 1973, 2067 ]
[ [ 1714, 1714, 1751, 1751, 1914 ], [ 1917, 1936, 1973, 1973, 2067 ], [ 2069, 2069, 2126, 2162, 3174 ] ]
// distance to box
float sdBox( in vec2 p, in vec2 b ) {
vec2 w = abs(p)-b; float g = max(w.x,w.y); return (g>0.0)?length(max(w,0.0)):g; }
// distance to box float sdBox( in vec2 p, in vec2 b ) {
1
145
Dt2yRV
iY0Yi
2023-08-14T14:32:21
// Hash without Sine // MIT License... // Copyright (c)2014 David Hoskins. //https://www.shadertoy.com/view/4djSRW float hash12(vec2 p){ vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } int getDigits(float f, int digc, int index) { // Note: For 32...
mit
[ 0, 115, 136, 136, 253 ]
[ [ 0, 115, 136, 136, 253 ], [ 255, 255, 300, 622, 844 ], [ 846, 846, 891, 891, 924 ], [ 926, 926, 965, 965, 998 ], [ 1000, 1000, 1056, 1056, 1621 ] ]
// Hash without Sine // MIT License... // Copyright (c)2014 David Hoskins. //https://www.shadertoy.com/view/4djSRW
float hash12(vec2 p){
vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
// Hash without Sine // MIT License... // Copyright (c)2014 David Hoskins. //https://www.shadertoy.com/view/4djSRW float hash12(vec2 p){
12
19
msKyDR
uctumi
2023-09-30T21:00:47
/* * Copyright 2014 Roman Bobniev (FatumR) * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law...
apache-2.0
[ 841, 877, 910, 910, 1511 ]
[ [ 654, 654, 674, 674, 745 ], [ 747, 747, 768, 768, 839 ], [ 841, 877, 910, 910, 1511 ], [ 1513, 1513, 1534, 1534, 2026 ], [ 2028, 2028, 2057, 2057, 2332 ], [ 2797, 2797, 2854, 2854...
// Rough Value noise implementation
float valueNoiseSimple(vec2 vl) {
float minStep = 1.0 ; vec2 grid = floor(vl); vec2 gridPnt1 = grid; vec2 gridPnt2 = vec2(grid.x, grid.y + minStep); vec2 gridPnt3 = vec2(grid.x + minStep, grid.y); vec2 gridPnt4 = vec2(gridPnt3.x, gridPnt2.y); float s = rand2(grid); float t = rand2(gridPnt3); float u = rand2(gridPnt2); ...
// Rough Value noise implementation float valueNoiseSimple(vec2 vl) {
3
5
msdBWX
virmoesiae
2023-10-19T16:13:27
/* AD BY VIRMODOETIAE, a.k.a VIRMOESIAE --------------------------- Do you like shaders? Would you like to toy with them offline? Would you like an interactive UI to play around with your shader variables/uniforms in real-time without compilation? Would you like to have a layer-based shader ble...
libpng
[ 1611, 1656, 1678, 1678, 1739 ]
[ [ 1611, 1656, 1678, 1678, 1739 ], [ 1741, 1752, 1774, 1774, 1913 ], [ 1915, 1966, 1997, 1997, 2278 ], [ 2280, 2338, 2368, 2368, 2865 ], [ 2867, 3029, 3058, 3058, 3481 ], [ 3483, 3536, ...
// My take on the pseudo-random number thing
float random(vec2 x) {
return fract(138912.*sin(dot(x, vec2(138.9, 191.2)))); }
// My take on the pseudo-random number thing float random(vec2 x) {
1
1
msdBWX
virmoesiae
2023-10-19T16:13:27
/* AD BY VIRMODOETIAE, a.k.a VIRMOESIAE --------------------------- Do you like shaders? Would you like to toy with them offline? Would you like an interactive UI to play around with your shader variables/uniforms in real-time without compilation? Would you like to have a layer-based shader ble...
libpng
[ 1741, 1752, 1774, 1774, 1913 ]
[ [ 1611, 1656, 1678, 1678, 1739 ], [ 1741, 1752, 1774, 1774, 1913 ], [ 1915, 1966, 1997, 1997, 2278 ], [ 2280, 2338, 2368, 2368, 2865 ], [ 2867, 3029, 3058, 3058, 3481 ], [ 3483, 3536, ...
// From iq
vec2 random2(vec2 st){
st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(st)*43758.5453123); }
// From iq vec2 random2(vec2 st){
39
56
msdBWX
virmoesiae
2023-10-19T16:13:27
/* AD BY VIRMODOETIAE, a.k.a VIRMOESIAE --------------------------- Do you like shaders? Would you like to toy with them offline? Would you like an interactive UI to play around with your shader variables/uniforms in real-time without compilation? Would you like to have a layer-based shader ble...
libpng
[ 2867, 3029, 3058, 3058, 3481 ]
[ [ 1611, 1656, 1678, 1678, 1739 ], [ 1741, 1752, 1774, 1774, 1913 ], [ 1915, 1966, 1997, 1997, 2278 ], [ 2280, 2338, 2368, 2368, 2865 ], [ 2867, 3029, 3058, 3058, 3481 ], [ 3483, 3536, ...
// A 2D noise implementation I came up with that requires // one less call to the pseudo-random number generator and // one less mixing. Easily extandable to 3D
float triValueNoise(vec2 x) {
x.y *= 1.1547; x.x -= 0.5*x.y; vec2 l = floor(x); vec2 r = fract(x); float s = float(int(r.x+r.y > 1.)); vec2 e = vec2(1.,0.); float a = random(l+s*e.yx); float b = random(l+s*e.yx+e.xy); float c = random(l+s*e.xy+(1.-s)*e.yx); r.y = s+r.y*(1.-2.*s); r.x = (r.x-s*r.y)/(1.-r....
// A 2D noise implementation I came up with that requires // one less call to the pseudo-random number generator and // one less mixing. Easily extandable to 3D float triValueNoise(vec2 x) {
1
1
msdBWX
virmoesiae
2023-10-19T16:13:27
/* AD BY VIRMODOETIAE, a.k.a VIRMOESIAE --------------------------- Do you like shaders? Would you like to toy with them offline? Would you like an interactive UI to play around with your shader variables/uniforms in real-time without compilation? Would you like to have a layer-based shader ble...
libpng
[ 4116, 4197, 4216, 4216, 4555 ]
[ [ 1611, 1656, 1678, 1678, 1739 ], [ 1741, 1752, 1774, 1774, 1913 ], [ 1915, 1966, 1997, 1997, 2278 ], [ 2280, 2338, 2368, 2368, 2865 ], [ 2867, 3029, 3058, 3058, 3481 ], [ 3483, 3536, ...
// Fractional Brownian Motion noise to test the // single-octave noise function
float fbm(vec2 x) {
float n = 0.; float A = 0.; vec2 af = vec2(1., 2.); for (int i=0; i<4; i++) { // Rotate each octave float s = sin(float(2*i)); float c = cos(float(2*i)); mat2 m = mat2(c, s, -s, c); n += af.x*NOISE(af.y*m*x); A += af.x; af *= vec2(.4,2.); ...
// Fractional Brownian Motion noise to test the // single-octave noise function float fbm(vec2 x) {
1
9
msdBWX
virmoesiae
2023-10-19T16:13:27
/* AD BY VIRMODOETIAE, a.k.a VIRMOESIAE --------------------------- Do you like shaders? Would you like to toy with them offline? Would you like an interactive UI to play around with your shader variables/uniforms in real-time without compilation? Would you like to have a layer-based shader ble...
libpng
[ 4557, 4631, 4654, 4654, 4822 ]
[ [ 1611, 1656, 1678, 1678, 1739 ], [ 1741, 1752, 1774, 1774, 1913 ], [ 1915, 1966, 1997, 1997, 2278 ], [ 2280, 2338, 2368, 2368, 2865 ], [ 2867, 3029, 3058, 3058, 3481 ], [ 3483, 3536, ...
// A warp-based pattern inspired by https://iquilezles.org/articles/warp/
float pattern(vec2 x) {
vec2 a = vec2(fbm(x)+iTime/15., fbm(x+vec2(2.2,0.))); float b = fbm(x+a+iTime/10.); vec2 c = vec2(fbm(x+b), fbm(a-vec2(1.7,0.))); return fbm(x+.5*c); }
// A warp-based pattern inspired by https://iquilezles.org/articles/warp/ float pattern(vec2 x) {
1
2
dsGyWy
Zavie
2023-10-05T20:46:19
/* This shader visualises the relative solid angle of the texels of the face of a cubemap (compared to the center texel). A very simple approximation is proposed. The approximation is too crude for very low resolutions, but beyond 8x8 it seems to result in under 1% error. Maybe a fitting or offset could correct the ...
cc-by-4.0
[ 1519, 1758, 1795, 1795, 1847 ]
[ [ 835, 835, 899, 899, 1517 ], [ 1519, 1758, 1795, 1795, 1847 ], [ 1849, 1849, 1899, 1899, 2349 ], [ 2351, 2351, 2409, 2409, 2496 ], [ 2561, 2561, 2597, 2597, 2629 ], [ 2631, 2631, 2654...
// // areaElement and texelSolidAngle are adapted from // AMD cubemapgen source code: // https://code.google.com/archive/p/cubemapgen/ // // See the derivation here: // https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/ //
float areaElement(float x, float y) {
return atan(x * y, sqrt(x * x + y * y + 1.)); }
// // areaElement and texelSolidAngle are adapted from // AMD cubemapgen source code: // https://code.google.com/archive/p/cubemapgen/ // // See the derivation here: // https://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/ // float areaElement(float x, float y) {
1
1
ctdfzN
Peace
2023-11-26T20:59:48
// The MIT License // Copyright © 2024 Giorgi Azmaipharashvili // 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, ...
mit
[ 1090, 1166, 1188, 1188, 1325 ]
[ [ 1090, 1166, 1188, 1188, 1325 ], [ 1327, 1408, 1433, 1433, 2009 ], [ 2011, 2011, 2064, 2064, 2677 ] ]
// From David Hoskins (MIT licensed): https://www.shadertoy.com/view/4djSRW
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yxz + 33.33); return fract((p3.xxy + p3.yxx) * p3.zyx) - 0.5; }
// From David Hoskins (MIT licensed): https://www.shadertoy.com/view/4djSRW vec3 hash33(vec3 p3) {
1
13
ctdfzN
Peace
2023-11-26T20:59:48
// The MIT License // Copyright © 2024 Giorgi Azmaipharashvili // 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, ...
mit
[ 1327, 1408, 1433, 1433, 2009 ]
[ [ 1090, 1166, 1188, 1188, 1325 ], [ 1327, 1408, 1433, 1433, 2009 ], [ 2011, 2011, 2064, 2064, 2677 ] ]
// From Nikita Miropolskiy (MIT licensed): https://www.shadertoy.com/view/XsX3zB
float simplex3d(vec3 p) {
vec3 s = floor(p + dot(p, vec3(1.0 / 3.0))); vec3 x = p - s + dot(s, vec3(1.0 / 6.0)); vec3 e = step(vec3(0), x - x.yzx); vec3 i1 = e * (1.0 - e.zxy); vec3 i2 = 1.0 - e.zxy * (1.0 - e); vec3 x1 = x - i1 + 1.0 / 6.0; vec3 x2 = x - i2 + 1.0 / 3.0; vec3 x3 = x - 0.5; vec4 w = max(0.6 - vec4(dot(x, x), d...
// From Nikita Miropolskiy (MIT licensed): https://www.shadertoy.com/view/XsX3zB float simplex3d(vec3 p) {
1
56
clGyWm
iq
2023-11-18T00:27:31
// The MIT License // Copyright © 2023 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
[ 1213, 1312, 1339, 1339, 1464 ]
[ [ 1213, 1312, 1339, 1339, 1464 ], [ 1466, 1466, 1494, 1494, 2306 ], [ 2308, 2308, 2365, 2365, 2792 ] ]
// please never use this hash or any other fract based // hash in production. they are really bad.
vec2 hash( in vec2 x ) {
const vec2 k = vec2( 0.3183099, 0.3678794 ); x = x*k + k.yx; return fract( 16.0*k*fract( x.x*x.y*(x.x+x.y)) ); }
// please never use this hash or any other fract based // hash in production. they are really bad. vec2 hash( in vec2 x ) {
1
1
dtGyWw
fishy
2023-11-17T23:40:21
// 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
[ 1868, 1903, 1955, 1955, 2078 ]
[ [ 1868, 1903, 1955, 1955, 2078 ], [ 2080, 2080, 2123, 2179, 2850 ], [ 2852, 2852, 2909, 2909, 3772 ] ]
// for visualization purposes only
float sdSegment( in vec2 p, in vec2 a, in vec2 b ) {
vec2 ba = b-a; vec2 pa = p-a; float h =clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length(pa-h*ba); }
// for visualization purposes only float sdSegment( in vec2 p, in vec2 a, in vec2 b ) {
2
121
dldyWN
lf94
2023-11-06T03:44:40
// The MIT License // Copyright © 2020 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
[ 1600, 1626, 1674, 1674, 1925 ]
[ [ 1230, 1288, 1330, 1330, 1374 ], [ 1376, 1453, 1489, 1489, 1598 ], [ 1600, 1626, 1674, 1674, 1925 ], [ 1927, 1927, 1984, 1984, 2699 ] ]
// This is the final form
float sdBox( in vec2 p, in vec2 b, in vec2 r ) {
vec2 s = max(vec2(r.y/r.x, r.x/r.y), 1.); vec2 b2 = b*vec2(r.y/r.x, r.x/r.y); vec2 d = abs(p)-b2; vec2 d2 = vec2((d.x-r.x)*s.x, (d.y-r.y)*s.y); return (length(max(d2,0.0)) + min(max(d2.x,d2.y),0.0)) - max(r.y/r.x, r.x/r.y); }
// This is the final form float sdBox( in vec2 p, in vec2 b, in vec2 r ) {
1
1
dltcW4
hasse
2023-11-06T00:35:27
// Forked from https://www.shadertoy.com/view/ll3Xzf // Original license text: // 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 restri...
mit
[ 1158, 1507, 1665, 1665, 2864 ]
[ [ 1158, 1507, 1665, 1665, 2864 ], [ 2866, 2891, 3052, 3052, 3222 ], [ 3224, 3224, 3281, 3281, 5204 ] ]
// Disk projection code (project_disk()) is by me and is CC0. // Currently, there's some float instability near grazing angles. // https://math.stackexchange.com/questions/2411047/parameters-of-the-conic-curve-resulting-from-the-perspective-projection-of-a-cir/2411591#comment4978079_2411047 // https://en.wikipedia.org/...
void project_disk( vec3 center, vec3 normal, float radius, vec2 proj_info, out vec2 proj_center, out vec2 major, out vec2 minor ){
float nc = dot(normal, center); float r2 = radius * radius; float c2r2 = dot(center, center) - r2; vec3 n2 = normal * normal; vec3 ACF = nc * nc - 2.0f * center * normal * nc + c2r2 * n2; float A = ACF.x, C = ACF.y, F = ACF.z; float B = 2.0f * c2r2 * normal.x * normal.y - 2.0f * (center.x ...
// Disk projection code (project_disk()) is by me and is CC0. // Currently, there's some float instability near grazing angles. // https://math.stackexchange.com/questions/2411047/parameters-of-the-conic-curve-resulting-from-the-perspective-projection-of-a-cir/2411591#comment4978079_2411047 // https://en.wikipedia.org/...
1
1
Dts3R2
piyushslayer
2023-12-24T18:31:04
/** * Creative Commons CC0 1.0 Universal (CC-0) * * A simple christmas tree made from 2D points. * */ #define PI 3.1415926535 #define TAU 6.2831853071 #define ROTATE(v, x) mat2(cos(x), sin(x), -sin(x), cos(x)) * v #define REMAP_HALF_NDC(x, c, d) (((x + 0.5) * (d - c)) + c) // Remap from [-0.5, 0.5] domain to [c, d] #...
cc0-1.0
[ 800, 841, 863, 863, 980 ]
[ [ 800, 841, 863, 863, 980 ], [ 982, 982, 1004, 1004, 1137 ], [ 1139, 1247, 1361, 1361, 1588 ], [ 1590, 1590, 1653, 1653, 2262 ], [ 2264, 2264, 2327, 2327, 3853 ], [ 3855, 3855, 3912, ...
// https://www.shadertoy.com/view/4djSRW
float Hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); }
// https://www.shadertoy.com/view/4djSRW float Hash12(vec2 p) {
2
6
Dts3R2
piyushslayer
2023-12-24T18:31:04
/** * Creative Commons CC0 1.0 Universal (CC-0) * * A simple christmas tree made from 2D points. * */ #define PI 3.1415926535 #define TAU 6.2831853071 #define ROTATE(v, x) mat2(cos(x), sin(x), -sin(x), cos(x)) * v #define REMAP_HALF_NDC(x, c, d) (((x + 0.5) * (d - c)) + c) // Remap from [-0.5, 0.5] domain to [c, d] #...
cc0-1.0
[ 1139, 1247, 1361, 1361, 1588 ]
[ [ 800, 841, 863, 863, 980 ], [ 982, 982, 1004, 1004, 1137 ], [ 1139, 1247, 1361, 1361, 1588 ], [ 1590, 1590, 1653, 1653, 2262 ], [ 2264, 2264, 2327, 2327, 3853 ], [ 3855, 3855, 3912, ...
// Signed distance to an n-star polygon with external angle en by iq: https://www.shadertoy.com/view/3tSGDy
float SignedDistanceNStar2D(in vec2 p, in float r, in float an, in float bn, in vec2 acs, in float m) // m=[2,n] {
float en = PI / m; vec2 ecs = vec2(cos(en), sin(en)); p = length(p) * vec2(cos(bn), abs(sin(bn))); p -= r * acs; p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y); return length(p) * sign(p.x); }
// Signed distance to an n-star polygon with external angle en by iq: https://www.shadertoy.com/view/3tSGDy float SignedDistanceNStar2D(in vec2 p, in float r, in float an, in float bn, in vec2 acs, in float m) // m=[2,n] {
2
2
dtGBRG
Dain
2023-12-11T01:18:25
// https://www.shadertoy.com/view/dtGBDz orthogonal circles grassy plant, 2023 jt // based on https://www.shadertoy.com/view/ctyBzm orthogonal circles flower sdf 3d // based on https://www.shadertoy.com/view/clGBzm orthogonal circles flower sdf 2 // based on https://www.shadertoy.com/view/dldBWl orthogonal circles flow...
mit
[ 5004, 5070, 5093, 5093, 5352 ]
[ [ 2307, 2307, 2430, 2430, 3560 ], [ 3562, 3562, 3581, 3605, 3628 ], [ 3629, 3629, 3649, 3673, 3723 ], [ 3724, 3724, 3859, 3859, 4286 ], [ 4288, 4288, 4345, 4345, 4691 ], [ 4693, 4693, ...
// https://iquilezles.org/articles/normalsSDF tetrahedron normals
vec3 normal( vec3 p ) {
const float h = EPSILON; const vec2 k = vec2(1,-1); return normalize( k.xyy*map( p + k.xyy*h ) + k.yyx*map( p + k.yyx*h ) + k.yxy*map( p + k.yxy*h ) + k.xxx*map( p + k.xxx*h ) ); }
// https://iquilezles.org/articles/normalsSDF tetrahedron normals vec3 normal( vec3 p ) {
1
6
dtGBRG
Dain
2023-12-11T01:18:25
// https://www.shadertoy.com/view/dtGBDz orthogonal circles grassy plant, 2023 jt // based on https://www.shadertoy.com/view/ctyBzm orthogonal circles flower sdf 3d // based on https://www.shadertoy.com/view/clGBzm orthogonal circles flower sdf 2 // based on https://www.shadertoy.com/view/dldBWl orthogonal circles flow...
mit
[ 5897, 6182, 6234, 6234, 6287 ]
[ [ 2307, 2307, 2430, 2430, 3560 ], [ 3562, 3562, 3581, 3605, 3628 ], [ 3629, 3629, 3649, 3673, 3723 ], [ 3724, 3724, 3859, 3859, 4286 ], [ 4288, 4288, 4345, 4345, 4691 ], [ 4693, 4693, ...
// NOTE: Don't forget to add +normal*EPSILON to the starting position // to avoid artifacts caused by getting stuck in the surface // due to starting at distance < EPSILON from the surface. // (normal could be calculated here but that would most likely be redundant)
float shadow(vec3 ro, vec3 rd, float t0, float t1) {
return trace(ro, rd, t0, t1) < t1 ? 0.0 : 1.0; }
// NOTE: Don't forget to add +normal*EPSILON to the starting position // to avoid artifacts caused by getting stuck in the surface // due to starting at distance < EPSILON from the surface. // (normal could be calculated here but that would most likely be redundant) float shadow(vec3 ro, vec3 rd, floa...
1
1
dtGBRG
Dain
2023-12-11T01:18:25
// https://www.shadertoy.com/view/dtGBDz orthogonal circles grassy plant, 2023 jt // based on https://www.shadertoy.com/view/ctyBzm orthogonal circles flower sdf 3d // based on https://www.shadertoy.com/view/clGBzm orthogonal circles flower sdf 2 // based on https://www.shadertoy.com/view/dldBWl orthogonal circles flow...
mit
[ 6779, 6843, 6885, 6885, 7175 ]
[ [ 2307, 2307, 2430, 2430, 3560 ], [ 3562, 3562, 3581, 3605, 3628 ], [ 3629, 3629, 3649, 3673, 3723 ], [ 3724, 3724, 3859, 3859, 4286 ], [ 4288, 4288, 4345, 4345, 4691 ], [ 4693, 4693, ...
// https://www.shadertoy.com/view/Xds3zN raymarching primitives
float calcAO( in vec3 pos, in vec3 nor ) {
float occ = 0.0; float sca = 1.0; for( int i=0; i<5; i++ ) { float h = 0.01 + 0.12*float(i)/4.0; float d = map( pos + h*nor ); occ += (h-d)*sca; sca *= 0.95; if( occ>0.35 ) break; } return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) ; }
// https://www.shadertoy.com/view/Xds3zN raymarching primitives float calcAO( in vec3 pos, in vec3 nor ) {
1
259
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 993, 1070, 1130, 1130, 1523 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Helper function generating a rotation matrix around the axis by the angle
mat3 createRotationMatrixAxisAngle(vec3 axis, float angle) {
float s = sin(angle); float c = cos(angle); float oc = 1.0 - c; return mat3( oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, oc * axis.z * axis.x - axis....
// Helper function generating a rotation matrix around the axis by the angle mat3 createRotationMatrixAxisAngle(vec3 axis, float angle) {
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 1525, 1592, 1621, 1621, 2317 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Helper function that generates camera ray based on UV and mouse
vec3 getRay(vec2 fragCoord) {
vec2 uv = ((fragCoord.xy / iResolution.xy) * 2.0 - 1.0) * vec2(iResolution.x / iResolution.y, 1.0); // for fisheye, uncomment following line and comment the next one //vec3 proj = normalize(vec3(uv.x, uv.y, 1.0) + vec3(uv.x, uv.y, -1.0) * pow(length(uv), 2.0) * 0.05); vec3 proj = normalize(vec3(uv.x, uv.y, 1...
// Helper function that generates camera ray based on UV and mouse vec3 getRay(vec2 fragCoord) {
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 2319, 2340, 2366, 2366, 2454 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Standard 2d noise
float rand2dTime(vec2 co){
co *= iTime; return fract(sin(dot(co.xy,vec2(12.9898,78.233))) * 43758.5453); }
// Standard 2d noise float rand2dTime(vec2 co){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 2456, 2479, 2500, 2500, 2569 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Hash for 3d vectors
float rand3d(vec3 p){
return fract(4768.1232345456 * sin((p.x+p.y*43.0+p.z*137.0))); }
// Hash for 3d vectors float rand3d(vec3 p){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 2571, 2589, 2611, 2611, 3773 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// 3D value noise
float noise3d(vec3 x){
vec3 p = floor(x); vec3 fr = fract(x); vec3 LBZ = p + vec3(0.0, 0.0, 0.0); vec3 LTZ = p + vec3(0.0, 1.0, 0.0); vec3 RBZ = p + vec3(1.0, 0.0, 0.0); vec3 RTZ = p + vec3(1.0, 1.0, 0.0); vec3 LBF = p + vec3(0.0, 0.0, 1.0); vec3 LTF = p + vec3(0.0, 1.0, 1.0); vec3 RBF = p + vec3(1.0, 0....
// 3D value noise float noise3d(vec3 x){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 3775, 3807, 3834, 3834, 3915 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// 3D simplex noise, cool trick
float supernoise3d(vec3 p){
float a = noise3d(p); float b = noise3d(p + 10.5); return (a + b) * 0.5; }
// 3D simplex noise, cool trick float supernoise3d(vec3 p){
1
2
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 4801, 4870, 4894, 4894, 5105 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Pretty self explanatory FBM with some precisely adjusted behavior
float cloudsFBM(vec3 p){
float a = 0.0; float w = 0.5; for(int i=0;i<CLOUDS_FBM_STEPS;i++){ float x = abs(0.5 - supernoise3d(p))*2.0; a += x * w; p = p * 2.9; w *= 0.60; } return a; }
// Pretty self explanatory FBM with some precisely adjusted behavior float cloudsFBM(vec3 p){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 5221, 5393, 5424, 5424, 6194 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// this function probes the clouds densite at a point // returns XY // X = coverage of clouds at this point, // Y = cloud color at this point, basically incoming radiance
vec2 cloudsDensity3D(vec3 pos){
float h = getHeightOverSurface(pos); pos -= vec3(0,planetradius,0); // make sure the clouds look like clouds by making the density // scale with height between the layers, make it a height coefficent // this coeff is 1.0 in between the layers, and 0.0 at the edges float measurement = (Cloud...
// this function probes the clouds densite at a point // returns XY // X = coverage of clouds at this point, // Y = cloud color at this point, basically incoming radiance vec2 cloudsDensity3D(vec3 pos){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 7849, 8201, 8257, 8257, 8618 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// very native rendering for the ground, shadow is basically clouds sampled directly above // this doesnt look that great, but at least look like something... // by adjusting the direction and smoothstepping the coverage, really nice sun shadows can be achieved // but with so high clouds coverage no light will peek thr...
vec3 renderGround(vec3 point, float dist, float random){
float shadow = raymarchClouds( point + vec3(0.0, CloudsFloor, 0.0), point + vec3(0.0, CloudsCeil, 0.0), random ).x; vec3 color = vec3(0.2, 0.2, 0.2) * vec3(0.8 + 0.2 * shadow); float fogIntensity = 1.0 - 1.0 / (0.001 * dist); return mix(color, FOG...
// very native rendering for the ground, shadow is basically clouds sampled directly above // this doesnt look that great, but at least look like something... // by adjusting the direction and smoothstepping the coverage, really nice sun shadows can be achieved // but with so high clouds coverage no light will peek thr...
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 8625, 8713, 8806, 8806, 9094 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Straightforward, render raymarch, apply fog, alpha blend with the background, return
vec3 renderClouds(vec3 pointStart, vec3 pointEnd, vec3 background, float dist, float random){
vec4 clouds = raymarchClouds( pointStart, pointEnd, random ); vec3 color = mix(background, clouds.xyz, clouds.a); float fogIntensity = 1.0 - 1.0 / (0.0001 * dist); return mix(color, FOG_COLOR, clamp(fogIntensity, 0.0, 1.0)); }
// Straightforward, render raymarch, apply fog, alpha blend with the background, return vec3 renderClouds(vec3 pointStart, vec3 pointEnd, vec3 background, float dist, float random){
1
1
clKfWm
afl_ext
2023-12-09T21:45:07
// afl_ext 2017-2023 // MIT License // Use your mouse to move the camera around! Press the Left Mouse Button on the image to look around! #define NormalizedMouse (iMouse.xy / iResolution.xy) // normalize mouse coords // settings for the shader #define STEP_SIZE_SCALE 500.0 // lower means more steps #define CloudsFl...
mit
[ 9097, 9187, 9218, 9218, 9649 ]
[ [ 993, 1070, 1130, 1130, 1523 ], [ 1525, 1592, 1621, 1621, 2317 ], [ 2319, 2340, 2366, 2366, 2454 ], [ 2456, 2479, 2500, 2500, 2569 ], [ 2571, 2589, 2611, 2611, 3773 ], [ 3775, 3807, 3...
// Great tonemapping function from my other shader: https://www.shadertoy.com/view/XsGfWV
vec3 aces_tonemap(vec3 color) {
mat3 m1 = mat3( 0.59719, 0.07600, 0.02840, 0.35458, 0.90834, 0.13383, 0.04823, 0.01566, 0.83777 ); mat3 m2 = mat3( 1.60475, -0.10208, -0.00327, -0.53108, 1.10813, -0.07276, -0.07367, -0.00605, 1.07602 ); vec3 v = m1 * color; vec3 a = v * (v + 0.0245786) - 0.000090537; vec3 b...
// Great tonemapping function from my other shader: https://www.shadertoy.com/view/XsGfWV vec3 aces_tonemap(vec3 color) {
1
2