很著名的shadertoy网站,集合了非常多大神利用数学写出美妙的shader效果。像shadertoy创始人之一的IQ大神它在这方面有很多的建树。他的利用光线步进和躁声可以创建很多不可思议的3D场景。
vscode有一件shadertoy的插件,安装后可以新建一个*.glsl文件,写好代码就可以直接运行看效果了。我试了一下非常方便.如果想要学习shader和一些数学在图形方面的应用我觉得这是一个非常好的插件.
下面写了四个简单示例,水波纹、风景(利用2维值躁声和fmb躁声模拟山和水的流动和天空和云朵) 波纹 雷达 。源码在下面
-
-
- #define CAMERA_POS vec3(0,0,10)
- #define SPHERE_POS vec3(0,0,-5)
- #define SPHERE_RADIUS 1.
- #define MAX_DIST 200.
- #define MAX_STEPS 200
- #define LIGHT_POS vec3(-2,3,0)
- #define time iTime*0.8
-
-
- mat3 lookAt(vec3 cameraPos,vec3 target){
- vec3 up=vec3(0,1,0);
- vec3 z=normalize(cameraPos-target);//+z
- vec3 x=normalize(cross(up,z));
- vec3 y=normalize(cross(z,x));
- return mat3(x,y,z);
- }
-
- mat3 rotateMatrix(float rad,vec3 axis){
- axis=normalize(axis);
- float c=cos(rad);
- float s=sin(rad);
- float t=1.-c;
- float x=axis.x;
- float y=axis.y;
- float z=axis.z;
- return mat3(
- vec3(
- x*x*t+c,
- y*x*t-z*s,
- z*x*t+y*s
- ),
- vec3(
- x*y*t+z*s,
- y*y*t+c,
- z*y*t-x*s
- ),
- vec3(
- x*z*t-y*s,
- y*z*t+x*s,
- z*z*t+c
- )
- );
- }
- vec3 rotate(vec3 pos,vec3 origin,float rad){
- float c=cos(rad);
- float s=sin(rad);
- vec3 delta=pos-origin;
- return vec3(
- pos.x,
- delta.y*c-delta.z*s+origin.y,
- delta.y*s+delta.z*c+origin.z
- );
- }
-
- vec3 rotateX(vec3 pos,vec3 origin,float rad){
- float c=cos(rad);
- float s=sin(rad);
- vec3 delta=pos-origin;
- return vec3(
- delta.x+origin.x,
- delta.y*c-delta.z*s+origin.y,
- delta.y*s+delta.z*c+origin.z
- );
- }
-
- vec3 rotateY(vec3 pos,vec3 origin,float rad){
- float c=cos(rad);
- float s=sin(rad);
- vec3 delta=pos-origin;
- return vec3(
- c*delta.x+s*delta.z+origin.x,
- pos.y,
- s*delta.x-c*delta.z+origin.z
- );
- }
- vec3 rotateZ(vec3 pos,vec3 origin,float rad){
- float c=cos(rad);
- float s=sin(rad);
- vec3 delta=pos-origin;
- return vec3(
- delta.x*c-delta.y*s+origin.x,
- delta.x*s+delta.y*c+origin.y,
- pos.z
- );
- }
- // 投影坐标系
- vec2 projectionCoord(in vec2 coord, in float scale) {
- return scale * 2. * (coord - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y);
- }
-
- // 坐标轴
- vec4 AxisHelper(in vec2 coord, in float axisWidth, in vec4 xAxisColor, in vec4 yAxisColor) {
- vec4 color = vec4(0, 0, 0, 0);
- float dx = dFdx(coord.x) * axisWidth;
- float dy = dFdy(coord.y) * axisWidth;
- if(abs(coord.x) < dx) {
- color = yAxisColor;
- } else if(abs(coord.y) < dy) {
- color = xAxisColor;
- }
- return color;
- }
-
-
- float SDFSphere(vec3 p){
- return length(p-SPHERE_POS)-SPHERE_RADIUS;
- }
- vec3 rayDir(vec2 coord){
- return normalize(vec3(coord,0)-CAMERA_POS);
- }
-
- // 计算球体的法线
- vec3 SDFNormal(in vec3 p) {
- const float h = 0.0001;
- const vec2 k = vec2(1, -1);
- return normalize(k.xyy * SDFSphere(p + k.xyy * h) +
- k.yyx * SDFSphere(p + k.yyx * h) +
- k.yxy * SDFSphere(p + k.yxy * h) +
- k.xxx * SDFSphere(p + k.xxx * h));
- }
-
- vec3 calcNormal2(in vec3 p) // for function f(p)
- {
- const float h = 0.0001; // replace by an appropriate value
- #define ZERO (min(iFrame,0)) // non-constant zero
- vec3 n = vec3(0.0);
- for( int i=0; i<4; i++ )
- {
- vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
- // n += e*map(pos+e*h).x;
- }
- return normalize(n);
- }
- vec3 rayMarch(vec2 coord){
- float d0=0.;
- vec3 rd=rayDir(coord);
- vec3 color=vec3(0);
- for(int i=0;i<MAX_STEPS;i++){
- vec3 p=CAMERA_POS+rd*d0;
- float d1=SDFSphere(p);
- d0+=d1;
- if(d1<0.01){
- vec3 n=SDFNormal(p);
- vec3 lightDir=normalize(LIGHT_POS-p);
- float c=clamp(dot(n,lightDir),0.,1.);
-
- color=vec3(1,0,0)*c;
- break;
- }
- if(d0>MAX_DIST){
- break;
- }
-
- }
-
- return color;
- }
-
- // 2D Random
- float random (vec2 st) {
- return fract(sin(dot(st, vec2(12.9898,78.233)))
- * 43758.5453123);
- }
-
- // 2D Noise based on Morgan McGuire @morgan3d
- // https://www.shadertoy.com/view/4dS3Wd
- float noise (vec2 st) {
- vec2 i = floor(st);
- vec2 f = fract(st);
-
- // Four corners in 2D of a tile
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
-
- // Smooth Interpolation
-
- // Cubic Hermine Curve. Same as SmoothStep()
- vec2 u = f*f*(3.0-2.0*f);
- // u = smoothstep(0.,1.,f);
-
- // Mix 4 coorners percentages
- return mix(a, b, u.x) +
- (c - a)* u.y * (1.0 - u.x) +
- (d - b) * u.x * u.y;
- }
- vec2 hash( vec2 p )
- {
- p = vec2( dot(p,vec2(127.1,311.7)),
- dot(p,vec2(269.5,183.3)) );
- return -1.0 + 2.0*fract(sin(p)*43758.5453123);
- }
- float noise12( in vec2 p )
- {
- const float K1 = 0.366025404; // (sqrt(3)-1)/2;
- const float K2 = .211324865; // (3-sqrt(3))/6;
-
- vec2 i = floor( p + (p.x+p.y)*K1 );
-
- vec2 a = p - i + (i.x+i.y)*K2;
- vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0);
- vec2 b = a - o + K2;
- vec2 c = a - 1.0 + 2.0*K2;
-
- vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
-
- vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
-
- return dot( n, vec3(70.0) );
- }
- float fbm(vec2 uv)
- {
- float f;
- mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
- f = 0.5000*noise12( uv ); uv = m*uv;
- f += 0.2500*noise12( uv ); uv = m*uv;
- f += 0.1250*noise12( uv ); uv = m*uv;
- f += 0.0625*noise12( uv ); uv = m*uv;
- f = 0.5 + 0.5*f;
- return f;
- }
- float segment(vec2 uv,vec2 s,vec2 e,float lineWidth,float b){
- float halfLineWidth=lineWidth*.5;
- vec2 delta=e-s;
- vec2 p=uv-s;
- float t=clamp(dot(p,delta)/dot(delta,delta),0.,1.);
- float dist=length(p-t*delta);
-
- return 1.-smoothstep(halfLineWidth,halfLineWidth+b,dist);
- }
- float rect(vec2 uv,vec2 center,vec2 size){
- vec2 d=abs(uv-center)-size;
- return step(length(max(d,0.))+min(max(d.x,d.y),0.),0.);
- }
- float sdRect(vec2 uv,vec2 p,vec2 size){
- vec2 d=abs(uv-p)-size;
- return length(max(d,0.))+min(max(d.x,d.y),0.);
- }
- float circle(vec2 uv,vec2 c,float r,float b){
- float len=length(uv-c);
- float bb=b>0.?b*0.5:0.;
- return 1.-smoothstep(r-bb,r+bb,len);
- }
- float strokeCircle(vec2 uv,vec2 c,float r,float lineWidth,float b){
- float halfLineWidth=lineWidth*.5;
- float len=length(uv-c);
- float bb=b>0.?b*0.5:0.;
- return smoothstep(r-halfLineWidth-b,r-halfLineWidth,len)-smoothstep(r+halfLineWidth,r+halfLineWidth+bb,len);
- }
- float random(float x){
- return abs(fract(143.45454*sin(x)));
- }
-
- vec4 color_blend(vec4 source,vec4 dest){
- float ca=source.a+dest.a*(1.-source.a);
- return vec4((source.rgb*source.a+dest.rgb*dest.a*(1.-source.a)),ca);
- //return vec4((source.rgb*source.a+dest.rgb*dest.a*(1.-source.a))/ca,ca);
- }
-
- vec4 ripple(vec2 uv,vec2 p,float r,float num,vec3 color){
- vec4 col=vec4(0);
- float lineWidth=r/(num+2.);
-
- float t=fract(time*0.5);
- for(float i=0.;i<num;i++){
- float ratio=(i+1.)/num;
- float ct=(t+ratio)>1.?(t+ratio)-1.:t+ratio;
- float cr=r*ct;
- float alpha=1.-ct;
- float ret=strokeCircle(uv,p,r+cr,lineWidth,0.);
- if(ret>0.){
- col=ret*color_blend(vec4(color,alpha),col);
- }
- //col+=vec4(color.rgb,alpha)*ret;
- }
-
- if(circle(uv,p,r*0.5,0.2)>0.){
- col=color_blend(vec4(color,1),col);
- }
- //col+=vec4(color.rgb,1.)*circle(uv,vec2(0),r*0.8,0.);
- return col;
- }
-
- vec4 ring(vec2 uv,vec2 p,float r,float num,vec3 color){
- vec4 col=vec4(0);
- float t=fract(time*0.2544);
-
- for(float i=0.;i<num;i++){
- float ratio=(i+1.)/num;
- float ct=(t+ratio)>1.?(t+ratio)-1.:t+ratio;
- float cr=r*ct;
- float alpha=1.-ct;
- float ret=circle(uv,p,r+cr,0.);
- if(ret>0.){
- col=ret*color_blend(vec4(color,alpha),col);
- // col.rgb=col.rgb*col.a;
- }
- }
- return col;
- }
- mat3 setCamera(vec3 ro, vec3 target, float cr) {
- vec3 z = normalize(target - ro);
- vec3 up = normalize(vec3(sin(cr), cos(cr), 0));
- vec3 x = cross(z, up);
- vec3 y = cross(x, z);
- return mat3(x, y, z);
- }
-
- vec4 scenery(vec2 uv,vec2 p,float r,float num){
- vec4 col=vec4(0);
- float t=fract(time);
-
- vec2 n = p;
- vec2 pos;
- float rd=sdRect(uv,p,vec2(r));
- if(rd<0.){
- vec2 m=((uv-p)+r)*2.-1.;
- // m.x+=time;
-
- float d=length(m);
-
- if(m.y<0.2){
- vec3 origin=vec3(10,1,100);
- mat3 mat=lookAt(origin,vec3(0,-1,0));
- vec3 dir=mat*vec3(m,-1);
- dir.z*=40.;
- vec2 k=origin.xz+dir.xz*(10.-origin.y)/dir.y;
- float a=noise(0.1*k+time);
- col.rgb+=mix(vec3(0.3,0.7,1),vec3(0,0.6,0.9),smoothstep(0.4,0.8,a));
- col.rgb+=0.3*vec3(1)*smoothstep(1.,0.,length(dir.xy));
- }
- else if(abs(m.y-0.3*noise(m*2.))<0.2){
- col.rgb=vec3(.2);
- }else{
- vec3 origin=vec3(0,1.,2);
- mat3 mat=lookAt(origin,vec3(0,.6,0));
- vec3 dir=mat*vec3(m,-1);
- vec2 k=origin.xz+dir.xz*(100.-origin.y)/dir.y;
-
-
- float a=fbm(0.01*k+time*0.02);
- vec3 c1=mix(vec3(0.2,0.7,1),vec3(1),smoothstep(0.3,1.,a*step(0.,m.y-0.2)));
-
- col.rgb=c1+vec3(1)*smoothstep(1.,0.,length(m));
-
-
- if(dir.z<0.){
- //col.rgb=vec3(1,0,0);
- }
- }
-
- }
-
- return col;
- }
-
- #define PI2 3.1415926*2.
- vec4 radar(vec2 uv,vec2 p,float r,float num,vec3 color){
- vec4 col=vec4(0);
- vec2 p2=uv-p;
- float t=fract(time*0.2);
- float dx=dFdx(uv.x);
- float lw=dx*3.;
- float theta=t*PI2;
- vec2 scan=p+vec2(cos(theta),sin(theta))*(r-lw);
- col+=vec4(1)*strokeCircle(uv,p,r,lw,0.);
- col+=vec4(1)*strokeCircle(uv,p,r*0.66,lw,0.);
- col+=vec4(1)*strokeCircle(uv,p,r*0.33,lw,0.);
- col+=vec4(1)*segment(uv,vec2(p.x-r,p.y),vec2(p.x+r,p.y),lw,0.);
- col+=vec4(1)*segment(uv,vec2(p.x,p.y-r),vec2(p.x,p.y+r),lw,0.);
-
- float t2=segment(uv,p,scan,lw,0.);
- float gradient=0.;
- if (length(p2)<r){
- float angle = mod( theta - atan(p2.y, p2.x),PI2);
- gradient =sqrt(clamp(1. - angle, 0., 1.)*0.5);
- }
- t2=gradient + t2;
- if(t2>0.){
- col=vec4(color*t2,1.);
- }
- return col;
- }
-
- void mainImage(out vec4 fragColor,vec2 fragCoord){
- vec2 uv=projectionCoord(fragCoord,1.);
- uv*=2.;
- vec4 color = vec4(0);
- // color.rgb+=vec3(1,0,0)*segment(uv,vec2(0,1.5),vec2(2.,1.5),0.4,0.2);
- color+=ripple(uv,vec2(-1.2,0),0.3,3.,mix(vec3(1.,0,0),vec3(1,0,1),abs(sin(time))));
- color+=scenery(uv,vec2(0),0.6,4.);
- color+=ring(uv,vec2(1.2,0),0.3,4.,mix(vec3(1.,1,0),vec3(0,1,1),abs(sin(time))));
- color+=radar(uv,vec2(2.5,0),0.45,4.,vec3(1,0,1));
-
- fragColor = color;
-
- }
-