shader复习

shader复习

// Created by inigo quilez - iq/2015
// I share this piece (art and code) here in Shadertoy and through its Public API, only for educational purposes. 
// You cannot use, sell, share or host this piece or modifications of it as part of your own commercial or non-commercial product, website or project.
// You can share a link to it or an unmodified screenshot of it provided you attribute "by Inigo Quilez, @iquilezles and iquilezles.org". 
// If you are a teacher, lecturer, educator or similar and these conditions are too restrictive for your needs, please contact me and we'll work it out.

// You can buy a metal print of this shader here:
// https://www.redbubble.com/i/metal-print/Snail-by-InigoQuilez/39845499.0JXQP


// antialiasing - make AA 2, meaning 4x AA, if you have a fast machine
#define AA 1


#define ZERO (min(iFrame,0))

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdSphere( in vec3 p, in vec4 s )
{
    return length(p-s.xyz) - s.w;
}

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdEllipsoid( in vec3 p, in vec3 c, in vec3 r )
{
    return (length( (p-c)/r ) - 1.0) * min(min(r.x,r.y),r.z);
}

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdCircle( in vec2 p, in vec2 c, in float r )
{
    return length(p-c) - r;
}

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdTorus( vec3 p, vec2 t )
{
    return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
}

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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;
}

// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
vec2 udSegment( vec3 p, vec3 a, vec3 b )
{
    vec3 pa = p-a, ba = b-a;
    float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
    return vec2( length( pa - ba*h ), h );
}

// http://research.microsoft.com/en-us/um/people/hoppe/ravg.pdf
float det( vec2 a, vec2 b ) { return a.x*b.y-b.x*a.y; }
vec3 getClosest( vec2 b0, vec2 b1, vec2 b2 ) 
{
    float a =     det(b0,b2);
    float b = 2.0*det(b1,b0);
    float d = 2.0*det(b2,b1);
    float f = b*d - a*a;
    vec2  d21 = b2-b1;
    vec2  d10 = b1-b0;
    vec2  d20 = b2-b0;
    vec2  gf = 2.0*(b*d21+d*d10+a*d20); gf = vec2(gf.y,-gf.x);
    vec2  pp = -f*gf/dot(gf,gf);
    vec2  d0p = b0-pp;
    float ap = det(d0p,d20);
    float bp = 2.0*det(d10,d0p);
    float t = clamp( (ap+bp)/(2.0*a+b+d), 0.0 ,1.0 );
    return vec3( mix(mix(b0,b1,t), mix(b1,b2,t),t), t );
}

vec4 sdBezier( vec3 a, vec3 b, vec3 c, vec3 p )
{
    vec3 w = normalize( cross( c-b, a-b ) );
    vec3 u = normalize( c-b );
    vec3 v =          ( cross( w, u ) );

    vec2 a2 = vec2( dot(a-b,u), dot(a-b,v) );
    vec2 b2 = vec2( 0.0 );
    vec2 c2 = vec2( dot(c-b,u), dot(c-b,v) );
    vec3 p3 = vec3( dot(p-b,u), dot(p-b,v), dot(p-b,w) );

    vec3 cp = getClosest( a2-p3.xy, b2-p3.xy, c2-p3.xy );

    return vec4( sqrt(dot(cp.xy,cp.xy)+p3.z*p3.z), cp.z, length(cp.xy), p3.z );
}

// http://iquilezles.org/www/articles/smin/smin.htm
float smin( float a, float b, float k )
{
    float h = max(k-abs(a-b),0.0);
    return min(a, b) - h*h*0.25/k;
}

// http://iquilezles.org/www/articles/smin/smin.htm
float smax( float a, float b, float k )
{
    float h = max(k-abs(a-b),0.0);
    return max(a, b) + h*h*0.25/k;
}

// http://iquilezles.org/www/articles/smin/smin.htm
vec3 smax( vec3 a, vec3 b, float k )
{
    vec3 h = max(k-abs(a-b),0.0);
    return max(a, b) + h*h*0.25/k;
}

//---------------------------------------------------------------------------

float hash1( float n )
{
    return fract(sin(n)*43758.5453123);
}

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);
}

//---------------------------------------------------------------------------

const float pi = 3.1415927;

//---------------------------------------------------------------------------

float mapShell( in vec3 p, out vec4 matInfo ) 
{
    p -= vec3(0.05,0.12,-0.09);    

    vec3 q = mat3(-0.6333234236, -0.7332753384, 0.2474039592,
                   0.7738444477, -0.6034162289, 0.1924931824,
                   0.0081370606,  0.3133626215, 0.9495986813) * p;

    const float b = 0.1759;
    
    float r = length( q.xy );
    float t = atan( q.y, q.x );
 
    // https://swiftcoder.wordpress.com/2010/06/21/logarithmic-spiral-distance-field/
    float np = (log(   r)/b-t)/(2.0*pi);
    float nm = (log(0.11)/b-t)/(2.0*pi);
    float n = min(np,nm);
    
    float ni = floor( n );
    
    float r1 = exp( b * (t + 2.0*pi*ni));
    float r2 = r1 * 3.019863;
    
    //-------

    float h1 = q.z + 1.5*r1 - 0.5; float d1 = sqrt((r1-r)*(r1-r)+h1*h1) - r1;
    float h2 = q.z + 1.5*r2 - 0.5; float d2 = sqrt((r2-r)*(r2-r)+h2*h2) - r2;
    
    float d, dx, dy;
    if( d1<d2 ) { d = d1; dx=r1-r; dy=h1; }
    else        { d = d2; dx=r2-r; dy=h2; }

    float di = textureLod( iChannel2, vec2(t+r,0.5), 0. ).x;
    d += 0.002*di;
    
    matInfo = vec4(dx,dy,r/0.4,t/pi);

    vec3 s = q;
    q = q - vec3(0.34,-0.1,0.03);
    q.xy = mat2(0.8,0.6,-0.6,0.8)*q.xy;
    d = smin( d, sdTorus( q, vec2(0.28,0.05) ), 0.06);
    d = smax( d, -sdEllipsoid(q,vec3(0.0,0.0,0.0),vec3(0.24,0.36,0.24) ), 0.03 );
    d = smax( d, -sdEllipsoid(s,vec3(0.52,-0.0,0.0),vec3(0.42,0.23,0.5) ), 0.05 );
    
    return d;
}

vec2 mapSnail( vec3 p, out vec4 matInfo )
{
    const vec3 head = vec3(-0.76,0.6,-0.3);
    
    vec3 q = p - head;

    // body
    vec4 b1 = sdBezier( vec3(-0.13,-0.65,0.0), vec3(0.24,0.9+0.1,0.0), head+vec3(0.04,0.01,0.0), p );
    float d1 = b1.x;
    d1 -= smoothstep(0.0,0.2,b1.y)*(0.16 - 0.07*smoothstep(0.5,1.0,b1.y));
    b1 = sdBezier( vec3(-0.085,0.0,0.0), vec3(-0.1,0.9-0.05,0.0), head+vec3(0.06,-0.08,0.0), p );
    float d2 = b1.x;
    d2 -= 0.1 - 0.06*b1.y;
    d1 = smin( d1, d2, 0.03 );
    matInfo.xyz = b1.yzw;

    d2 = sdSphere( q, vec4(0.0,-0.06,0.0,0.085) );
    d1 = smin( d1, d2, 0.03 );
    d1 = smin( d1, sdSphere(p,vec4(0.05,0.52,0.0,0.13)), 0.07 );
    
    q.xz = mat2(0.8,0.6,-0.6,0.8)*q.xz;

    vec3 sq = vec3( q.xy, abs(q.z) );
    
    // top antenas
    vec3 af = 0.05*sin(0.5*iTime+vec3(0.0,1.0,3.0) + vec3(2.0,1.0,0.0)*sign(q.z) );
    vec4 b2 = sdBezier( vec3(0.0), vec3(-0.1,0.2,0.2), vec3(-0.3,0.2,0.3)+af, sq );
    float d3 = b2.x;
    d3 -= 0.03 - 0.025*b2.y;
    d1 = smin( d1, d3, 0.04 );
    d3 = sdSphere( sq, vec4(-0.3,0.2,0.3,0.016) + vec4(af,0.0) );
    d1 = smin( d1, d3, 0.01 );    
    
    // bottom antenas
    vec3 bf = 0.02*sin(0.3*iTime+vec3(4.0,1.0,2.0) + vec3(3.0,0.0,1.0)*sign(q.z) );
    vec2 b3 = udSegment( sq, vec3(0.06,-0.05,0.0), vec3(-0.04,-0.2,0.18)+bf );
    d3 = b3.x;
    d3 -= 0.025 - 0.02*b3.y;
    d1 = smin( d1, d3, 0.06 );
    d3 = sdSphere( sq, vec4(-0.04,-0.2,0.18,0.008)+vec4(bf,0.0) );
    d1 = smin( d1, d3, 0.02 );
    
    // bottom
    vec3 pp = p-vec3(-0.17,0.15,0.0);
    float co = 0.988771078;
    float si = 0.149438132;
    pp.xy = mat2(co,-si,si,co)*pp.xy;
    d1 = smin( d1, sdEllipsoid( pp, vec3(0.0,0.0,0.0), vec3(0.084,0.3,0.15) ), 0.05 );
    d1 = smax( d1, -sdEllipsoid( pp, vec3(-0.08,-0.0,0.0), vec3(0.06,0.55,0.1) ), 0.02 );
    
    // disp
    float dis = textureLod( iChannel1, 5.0*p.xy, 0. ).x;
    float dx = 0.5 + 0.5*(1.0-smoothstep(0.5,1.0,b1.y));
    d1 -= 0.005*dis*dx*0.5;
        
    return vec2(d1,1.0);
}
    
float mapDrop( in vec3 p )
{
    p -= vec3(-0.26,0.25,-0.02);
    p.x -= 2.5*p.y*p.y;
    return sdCapsule( p, vec3(0.0,-0.06,0.0), vec3(0.014,0.06,0.0), 0.037 );
}

float mapLeaf( in vec3 p )
{
    p -= vec3(-1.8,0.6,-0.75);
    
    p = mat3(0.671212, 0.366685, -0.644218,
            -0.479426, 0.877583,  0.000000,
             0.565354, 0.308854,  0.764842)*p;
 
    p.y += 0.2*exp2(-abs(2.9*p.z) );
    
    float ph = 0.25*50.0*p.x - 0.25*75.0*abs(p.z);
    float rr = sin( ph );
    rr = rr*rr;    
    rr = rr*rr;    
    p.y += 0.005*rr;
    
    float r = clamp((p.x+2.0)/4.0,0.0,1.0);
    r = 0.0001 + r*(1.0-r)*(1.0-r)*6.0;
    
    rr = sin( ph*2.0 );
    rr = rr*rr;    
    rr *= 0.5+0.5*sin( p.x*12.0 );

    float ri = 0.035*rr;
    
    float d = sdEllipsoid( p, vec3(0.0), vec3(2.0,0.25*r,r+ri) );

    float d2 = p.y-0.02;
    
    return smax( d, -d2, 0.02 );
}

vec2 mapOpaque( vec3 p, out vec4 matInfo )
{
    matInfo = vec4(0.0);
    
    // leaf    
    vec2 res = vec2( mapLeaf( p ), 4.0);
    
    // stem
    vec4 b3 = sdBezier( vec3(-0.15,-1.5,0.0), vec3(-0.1,0.5,0.0), vec3(-0.6,1.5,0.0), p );
    float d3 = b3.x - 0.04 + 0.02*b3.y;
    if( d3<res.x ) res = vec2(d3,3.0);
    
       // snail 
    float boundingVolume = sdCapsule(p, vec3(0.0), vec3(-0.6,0.7,0.0), 0.55);
    if( boundingVolume<res.x )
    {
    vec2 tmp = mapSnail( p, matInfo );
    if( tmp.x<res.x  ) { res = tmp; }
    
    // shell
    float bb = length( p-vec3(0.25,0.3,-0.1) )-0.6;
    if( bb<res.x )
    {
    vec4 tmpMatInfo;
    float d4 = mapShell( p, tmpMatInfo );    
    if( d4<res.x  ) { res = vec2(d4,2.0); matInfo = tmpMatInfo; }
    }
    }
    
    return res;
}

// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormalOpaque( in vec3 pos, in float eps )
{
    vec4 kk;
#if 0
    vec2 e = vec2(1.0,-1.0)*0.5773*eps;
    return normalize( e.xyy*mapOpaque( pos + e.xyy, kk ).x + 
                      e.yyx*mapOpaque( pos + e.yyx, kk ).x + 
                      e.yxy*mapOpaque( pos + e.yxy, kk ).x + 
                      e.xxx*mapOpaque( pos + e.xxx, kk ).x );
#else
    // inspired by tdhooper and klems - a way to prevent the compiler from inlining map() 4 times
    vec3 n = vec3(0.0);
    for( int i=ZERO; i<4; i++ )
    {
        vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
        n += e*mapOpaque(pos+eps*e,kk).x;
    }
    return normalize(n);
#endif    
}

//=========================================================================

float mapLeafWaterDrops( in vec3 p )
{
    p -= vec3(-1.8,0.6,-0.75);
    vec3 s = p;
    p = mat3(0.671212, 0.366685, -0.644218,
            -0.479426, 0.877583,  0.000000,
             0.565354, 0.308854,  0.764842)*p;
  
    vec3 q = p;
    p.y += 0.2*exp(-abs(2.0*p.z) );
    
    float r = clamp((p.x+2.0)/4.0,0.0,1.0);
    r = r*(1.0-r)*(1.0-r)*6.0;
    float d1 = sdEllipsoid( q, vec3(0.5,0.0,0.2), 1.0*vec3(0.15,0.13,0.15) );
    float d2 = sdEllipsoid( q, vec3(0.8,-0.07,-0.15), 0.5*vec3(0.15,0.13,0.15) );
    float d3 = sdEllipsoid( s, vec3(0.76,-0.8,0.6), 0.5*vec3(0.15,0.2,0.15) );
    float d4 = sdEllipsoid( q, vec3(-0.5,0.09,-0.2), vec3(0.04,0.03,0.04) );

    d3 = max( d3, p.y-0.01);
    
    return min( min(d1,d4), min(d2,d3) );
}

vec2 mapTransparent( vec3 p, out vec4 matInfo )
{
    matInfo = vec4(0.0);
    
    float d5 = mapDrop( p );
    vec2  res = vec2(d5,4.0);

    float d6 = mapLeafWaterDrops( p );
    res.x = min( res.x, d6 );

    return res;
}

// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormalTransparent( in vec3 pos, in float eps )
{
    vec4 kk;
    vec2 e = vec2(1.0,-1.0)*0.5773*eps;
    return normalize( e.xyy*mapTransparent( pos + e.xyy, kk ).x + 
                      e.yyx*mapTransparent( pos + e.yyx, kk ).x + 
                      e.yxy*mapTransparent( pos + e.yxy, kk ).x + 
                      e.xxx*mapTransparent( pos + e.xxx, kk ).x );
}

//=========================================================================

float calcAO( in vec3 pos, in vec3 nor )
{
    vec4 kk;
    float ao = 0.0;
    for( int i=ZERO; i<32; i++ )
    {
        vec3 ap = forwardSF( float(i), 32.0 );
        float h = hash1(float(i));
        ap *= sign( dot(ap,nor) ) * h*0.1;
        ao += clamp( mapOpaque( pos + nor*0.01 + ap, kk ).x*3.0, 0.0, 1.0 );
    }
    ao /= 32.0;
    
    return clamp( ao*6.0, 0.0, 1.0 );
}

float calcSSS( in vec3 pos, in vec3 nor )
{
    vec4 kk;
    float occ = 0.0;
    for( int i=ZERO; i<8; i++ )
    {
        float h = 0.002 + 0.11*float(i)/7.0;
        vec3 dir = normalize( sin( float(i)*13.0 + vec3(0.0,2.1,4.2) ) );
        dir *= sign(dot(dir,nor));
        occ += (h-mapOpaque(pos-h*dir, kk).x);
    }
    occ = clamp( 1.0 - 11.0*occ/8.0, 0.0, 1.0 );    
    return occ*occ;
}

// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
float calcSoftShadow( in vec3 ro, in vec3 rd, float k )
{
    vec4 kk;    
    float res = 1.0;
    float t = 0.01;
    for( int i=ZERO; i<32; i++ )
    {
        float h = mapOpaque(ro + rd*t, kk ).x;
        res = min( res, smoothstep(0.0,1.0,k*h/t) );
        t += clamp( h, 0.04, 0.1 );
        if( res<0.01 ) break;
    }
    return clamp(res,0.0,1.0);
}

const vec3 sunDir = normalize( vec3(0.2,0.1,0.02) );

vec3 shadeOpaque( in vec3 ro, in vec3 rd, in float t, in float m, in vec4 matInfo )
{
    float eps = 0.002;
    
    vec3 pos = ro + t*rd;
    vec3 nor = calcNormalOpaque( pos, eps );

    vec3 mateD = vec3(0.0);
    vec3 mateS = vec3(0.0);
    vec2 mateK = vec2(0.0);
    vec3 mateE = vec3(0.0);

    float focc = 1.0;
    float fsha = 1.0;

    if( m<1.5 ) // snail body
    {
        float dis = texture( iChannel1, 5.0*pos.xy ).x;

        float be = sdEllipsoid( pos, vec3(-0.3,-0.5,-0.1), vec3(0.2,1.0,0.5) );
        be = 1.0-smoothstep( -0.01, 0.01, be );        
        
        float ff = abs(matInfo.x-0.20);
        
        mateS = 6.0*mix( 0.7*vec3(2.0,1.2,0.2), vec3(2.5,1.8,0.9), ff );
        mateS += 2.0*dis;
        mateS *= 1.5;
        mateS *= 1.0 + 0.5*ff*ff;
        mateS *= 1.0-0.5*be;
        
        mateD = vec3(1.0,0.8,0.4);
        mateD *= dis;
        mateD *= 0.015;
        mateD += vec3(0.8,0.4,0.3)*0.15*be;
        
        mateK = vec2( 60.0, 0.7 + 2.0*dis );
        
        float f = clamp( dot( -rd, nor ), 0.0, 1.0 );
        f = 1.0-pow( f, 8.0 );
        f = 1.0 - (1.0-f)*(1.0-texture( iChannel2, 0.3*pos.xy ).x);
        mateS *= vec3(0.5,0.1,0.0) + f*vec3(0.5,0.9,1.0);
        
        float b = 1.0-smoothstep( 0.25,0.55,abs(pos.y));
        focc = 0.2 + 0.8*smoothstep( 0.0, 0.15, sdSphere(pos,vec4(0.05,0.52,0.0,0.13)) );
    }
    else if( m<2.5 ) // shell
    {
        mateK = vec2(0.0);
        
        float tip = 1.0-smoothstep(0.05,0.4, length(pos-vec3(0.17,0.2,0.35)) );
        mateD = mix( 0.7*vec3(0.2,0.21,0.22), 0.2*vec3(0.15,0.1,0.0), tip );
        
        vec2 uv = vec2( .5*atan(matInfo.x,matInfo.y)/3.1416, 1.5*matInfo.w );
        
        vec3 ral = texture( iChannel1, vec2(2.0*matInfo.w+matInfo.z*0.5,0.5) ).xxx;
        mateD *= 0.25 + 0.75*ral;
        
        float pa = smoothstep(-0.2,0.2, 0.3+sin(2.0+40.0*uv.x + 3.0*sin(11.0*uv.x)) );
        float bar = mix(pa,1.0,smoothstep(0.7,1.0,tip));
        bar *= (matInfo.z<0.6) ? 1.0 : smoothstep( 0.17, 0.21, abs(matInfo.w)  );
        mateD *= vec3(0.06,0.03,0.0)+vec3(0.94,0.97,1.0)*bar;
        
        mateK = vec2( 64.0, 0.2 );
        mateS = 1.5*vec3(1.0,0.65,0.6) * (1.0-tip);//*0.5;
    }
    else if( m<3.5 ) // plant
    {
        mateD = vec3(0.05,0.1,0.0)*0.2;
        mateS = vec3(0.1,0.2,0.02)*25.0;
        mateK = vec2(5.0,1.0);
        
        float fre = clamp(1.0+dot(nor,rd), 0.0, 1.0 );
        mateD += 0.2*fre*vec3(1.0,0.5,0.1);
        
        vec3 te = texture( iChannel2, pos.xy*0.2 ).xyz;
        mateS *= 0.5 + 1.5*te;
        mateE = 0.5*vec3(0.1,0.1,0.03)*(0.2+0.8*te.x);
    }
    else //if( m<4.5 ) // leaf
    {
        vec3 p = pos - vec3(-1.8,0.6,-0.75);
        vec3 s = p;
        p = mat3(0.671212, 0.366685, -0.644218,
                -0.479426, 0.877583,  0.000000,
                 0.565354, 0.308854,  0.764842)*p;

        vec3 q = p;
        p.y += 0.2*exp(-abs(2.0*p.z) );

        float v = smoothstep( 0.01, 0.02, abs(p.z));
        
        float rr = sin( 4.0*0.25*50.0*p.x - 4.0*0.25*75.0*abs(p.z) );

        vec3 te = texture( iChannel2, p.xz*0.35 ).xyz;

        float r = clamp((p.x+2.0)/4.0,0.0,1.0);
        r = r*(1.0-r)*(1.0-r)*6.0;
        float ff = length(p.xz/vec2(2.0,r));

        mateD = mix( vec3(0.07,0.1,0.0), vec3(0.05,0.2,0.01)*0.25, v );
        mateD = mix( mateD, vec3(0.16,0.2,0.01)*0.25, ff );
        mateD *= 1.0 + 0.25*te;
        mateD *= 0.8;
        
        mateS = vec3(0.15,0.2,0.02)*0.8;
        mateS *= 1.0 + 0.2*rr;
        mateS *= 0.8;

        mateK = vec2(64.0,0.25);
        
        //---------------------
        
        nor.xz += v*0.15*(-1.0+2.0*texture( iChannel3, 1.0*p.xz ).xy);
        nor = normalize( nor );

        float d1 = sdEllipsoid( q, vec3( 0.5-0.07, 0.0,  0.20), 1.0*vec3(1.4*0.15,0.13,0.15) );
        float d2 = sdEllipsoid( q, vec3( 0.8-0.05,-0.07,-0.15), 0.5*vec3(1.3*0.15,0.13,0.15) );
        float d4 = sdEllipsoid( q, vec3(-0.5-0.07, 0.09,-0.20), 1.0*vec3(1.4*0.04,0.03,0.04) );
        float dd = min(d1,min(d2,d4));
        fsha = 0.05 + 0.95*smoothstep(0.0,0.05,dd);
        
        d1 = abs( sdCircle( q.xz, vec2( 0.5, 0.20), 1.0*0.15 ));
        d2 = abs( sdCircle( q.xz, vec2( 0.8,-0.15), 0.5*0.15 ));
        d4 = abs( sdCircle( q.xz, vec2(-0.5,-0.20), 1.0*0.04 ));
        dd = min(d1,min(d2,d4));
        focc *= 0.55 + 0.45*smoothstep(0.0,0.08,dd);
        
        d1 = distance( q.xz, vec2( 0.5-0.07, 0.20) );
        d2 = distance( q.xz, vec2( 0.8-0.03,-0.15) );
        fsha += (1.0-smoothstep(0.0,0.10,d1))*1.5;
        fsha += (1.0-smoothstep(0.0,0.05,d2))*1.5;    
    }
  
    vec3 hal = normalize( sunDir-rd );
    float fre = clamp(1.0+dot(nor,rd), 0.0, 1.0 );
    float occ = calcAO( pos, nor )*focc;
    float sss = calcSSS( pos, nor );
    sss = sss*occ + fre*occ + (0.5+0.5*fre)*pow(abs(matInfo.x-0.2),1.0)*occ;
    
    float dif1 = clamp( dot(nor,sunDir), 0.0, 1.0 );
    dif1 *= fsha;
    float sha = 1.0; if( dif1>0.0001 ) sha=calcSoftShadow( pos, sunDir, 20.0 ); 
    dif1 *= sha;
    float spe1 = clamp( dot(nor,hal), 0.0, 1.0 );

    float bou = clamp( 0.3-0.7*nor.y, 0.0, 1.0 );

    // illumination
    vec3 col = vec3(0.0);
    col += 7.0*vec3(1.7,1.2,0.6)*dif1*2.0;               // sun
    col += 4.0*vec3(0.2,1.2,1.6)*occ*(0.5+0.5*nor.y);    // sky
    col += 1.8*vec3(0.1,2.0,0.1)*bou*occ;                // bounce

    col *= mateD;

    col += 0.4*sss*(vec3(0.15,0.1,0.05)+vec3(0.85,0.9,0.95)*dif1)*(0.05+0.95*occ)*mateS; // sss
    col = pow(col,vec3(0.6,0.8,1.0));
    
    col += vec3(1.0,1.0,1.0)*0.2*pow( spe1, 1.0+mateK.x )*dif1*(0.04+0.96*pow(fre,4.0))*mateK.x*mateK.y;   // sun lobe1
    col += vec3(1.0,1.0,1.0)*0.1*pow( spe1, 1.0+mateK.x/3.0 )*dif1*(0.1+0.9*pow(fre,4.0))*mateK.x*mateK.y; // sun lobe2
    col += 0.1*vec3(1.0,max(1.5-0.7*col.y,0.0),2.0)*occ*occ*smoothstep( 0.0, 0.3, reflect( rd, nor ).y )*mateK.x*mateK.y*(0.04+0.96*pow(fre,5.0)); // sky

    col += mateE;

    return col;        
}

vec3 shadeTransparent( in vec3 ro, in vec3 rd, in float t, in float m, in vec4 matInfo, in vec3 col, in float depth )
{
    vec3 oriCol = col;
    
    float dz = depth - t;
    float ao = clamp(dz*50.0,0.0,1.0);
    vec3  pos = ro + t*rd;
    vec3  nor = calcNormalTransparent( pos, 0.002 );
    float fre = clamp( 1.0 + dot( rd, nor ), 0.0, 1.0 );
    vec3  hal = normalize( sunDir-rd );
    vec3  ref = reflect( -rd, nor );
    float spe1 = clamp( dot(nor,hal), 0.0, 1.0 );
    float spe2 = clamp( dot(ref,sunDir), 0.0, 1.0 );

    float ds = 1.6 - col.y;
    
    col *= mix( vec3(0.0,0.0,0.0), vec3(0.4,0.6,0.4), ao );

    col += ds*1.5*vec3(1.0,0.9,0.8)*pow( spe1, 80.0 );
    col += ds*0.2*vec3(0.9,1.0,1.0)*smoothstep(0.4,0.8,fre);
    col += ds*0.9*vec3(0.6,0.7,1.0)*smoothstep( -0.5, 0.5, -reflect( rd, nor ).y )*smoothstep(0.2,0.4,fre);    
    col += ds*0.5*vec3(1.0,0.9,0.8)*pow( spe2, 80.0 );
    col += ds*0.5*vec3(1.0,0.9,0.8)*pow( spe2, 16.0 );
    col += vec3(0.8,1.0,0.8)*0.5*smoothstep(0.3,0.6,texture( iChannel1, 0.8*nor.xy ).x)*(0.1+0.9*fre*fre);
    
    // hide aliasing a bit
    return mix( col, oriCol, smoothstep(0.6,1.0,fre) ); 
}

//--------------------------------------------

vec2 intersectOpaque( in vec3 ro, in vec3 rd, const float mindist, const float maxdist, out vec4 matInfo )
{
    vec2 res = vec2(-1.0);
    
    float t = mindist;
    for( int i=ZERO; i<128; i++ )
    {
        vec3 p = ro + t*rd;
        vec2 h = mapOpaque( p, matInfo );
        res = vec2(t,h.y);

        if( h.x<(0.001*t) ||  t>maxdist ) break;
        
        t += h.x*0.9;
    }
    return res;
}

vec2 intersectTransparent( in vec3 ro, in vec3 rd, const float mindist, const float maxdist, out vec4 matInfo )
{
    vec2 res = vec2(-1.0);
    
    float t = mindist;
    for( int i=ZERO; i<64; i++ )
    {
        vec3 p = ro + t*rd;
        vec2 h = mapTransparent( p, matInfo );
        res = vec2(t,h.y);

        if( h.x<(0.001*t) ||  t>maxdist ) break;
        
        t += h.x;
    }
    return res;
}

vec3 background( in vec3 d )
{
    // cheap cubemap
    vec3 n = abs(d);
    vec2 uv = (n.x>n.y && n.x>n.z) ? d.yz/d.x: 
              (n.y>n.x && n.y>n.z) ? d.zx/d.y:
                                     d.xy/d.z;
    // fancy blur
    vec3  col = vec3( 0.0 );
    for( int i=ZERO; i<200; i++ )
    {
        float h = float(i)/200.0;
        float an = 31.0*6.2831*h;
        vec2  of = vec2( cos(an), sin(an) ) * h;

        vec3 tmp = texture( iChannel2, uv*0.25 + 0.0075*of, 4.0 ).yxz;
        col = smax( col, tmp, 0.5 );
    }
    
    return pow(col,vec3(3.5,3.0,6.0))*0.2;
}

vec3 render( in vec3 ro, in vec3 rd, in vec2 q )
{
    //-----------------------------

    vec3 col = background( rd );
    
    //-----------------------------
    
    float mindist = 1.0;
    float maxdist = 4.0;

    vec4 matInfo;
    vec2 tm = intersectOpaque( ro, rd, mindist, maxdist, matInfo );
    if( tm.y>-0.5 && tm.x < maxdist )
    {
        col = shadeOpaque( ro, rd, tm.x, tm.y, matInfo );
        maxdist = tm.x;
    }

    //-----------------------------
    
    tm = intersectTransparent( ro, rd, mindist, maxdist, matInfo );
    if( tm.y>-0.5 && tm.x < maxdist )
    {
        col = shadeTransparent( ro, rd, tm.x, tm.y, matInfo, col, maxdist );
    }

    //-----------------------------
    
    float sun = clamp(dot(rd,sunDir),0.0,1.0);
    col += 1.0*vec3(1.5,0.8,0.7)*pow(sun,4.0);

    //-----------------------------

    col = pow( col, vec3(0.45) );
    
    col = vec3(1.05,1.0,1.0)*col*(0.7+0.3*col*max(3.0-2.0*col,0.0)) + vec3(0.0,0.0,0.04);

    col *= 0.3 + 0.7*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.1);

    return clamp( col, 0.0, 1.0 );
}

mat3 setCamera( in vec3 ro, in vec3 rt )
{
    vec3 w = normalize(ro-rt);
    float m = sqrt(1.0-w.y*w.y);
    return mat3( w.z,     0.0, -w.x, 
                 0.0,     m*m, -w.z*w.y,
                 w.x*m, w.y*m,  w.z*m );
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{    
    #if AA<2
        vec2  p = (2.0*fragCoord-iResolution.xy)/iResolution.y;
        vec2  q = fragCoord/iResolution.xy;
        float an = 1.87 - 0.04*(1.0-cos(0.5*iTime));

        vec3  ro = vec3(-0.4,0.2,0.0) + 2.2*vec3(cos(an),0.0,sin(an));
        vec3  ta = vec3(-0.6,0.2,0.0);
        mat3  ca = setCamera( ro, ta );
        vec3  rd = normalize( ca * vec3(p,-2.8) );

        vec3 col = render( ro, rd, q );
    #else
        vec3 col = vec3(0.0);
        for( int m=ZERO; m<AA; m++ )
        for( int n=ZERO; n<AA; n++ )
        {
            vec2 rr = vec2(float(m),float(n))/float(AA);

            vec2 p = (2.0*(fragCoord+rr)-iResolution.xy)/iResolution.y;
            float an = 1.87 - 0.04*(1.0-cos(0.5*iTime));
            vec2 q = (fragCoord+rr)/iResolution.xy;

            vec3 ro = vec3(-0.4,0.2,0.0) + 2.2*vec3(cos(an),0.0,sin(an));
            vec3 ta = vec3(-0.6,0.2,0.0);
            mat3 ca = setCamera( ro, ta );
            vec3 rd = normalize( ca * vec3(p,-2.8) );

            col += render( ro, rd, q );
        }    
        col /= float(AA*AA);
    #endif

    fragColor = vec4( col, 1.0 );
}

代码复制自:https://www.shadertoy.com/view/ld3Gz2

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原文地址:https://www.cnblogs.com/herd/p/15185629.html