Hi
I have tried some cool shaders (from shadertoy), with the demo of Jukama.
1) Blob
This Pixel shader works great with the demo of Jukuma (name : blob.ps):
// Blobs by @paulofalcao
uniform vec2 iResolution;
uniform float iGlobalTime;
float time;
float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
float xx=x+sin(t*fx)*sx;
float yy=y+cos(t*fy)*sy;
return 1.0/sqrt(xx*xx+yy*yy);
}
void main( void ) {
vec2 p=(gl_FragCoord.xy/iResolution.x)*2.0-vec2(1.0,iResolution.y/iResolution.x);
time = iGlobalTime;
p=p*2.0;
float x=p.x;
float y=p.y;
float a=
makePoint(x,y,3.3,2.9,0.3,0.3,time);
a=a+makePoint(x,y,1.9,2.0,0.4,0.4,time);
a=a+makePoint(x,y,0.8,0.7,0.4,0.5,time);
a=a+makePoint(x,y,2.3,0.1,0.6,0.3,time);
a=a+makePoint(x,y,0.8,1.7,0.5,0.4,time);
a=a+makePoint(x,y,0.3,1.0,0.4,0.4,time);
a=a+makePoint(x,y,1.4,1.7,0.4,0.5,time);
a=a+makePoint(x,y,1.3,2.1,0.6,0.3,time);
a=a+makePoint(x,y,1.8,1.7,0.5,0.4,time);
float b=
makePoint(x,y,1.2,1.9,0.3,0.3,time);
b=b+makePoint(x,y,0.7,2.7,0.4,0.4,time);
b=b+makePoint(x,y,1.4,0.6,0.4,0.5,time);
b=b+makePoint(x,y,2.6,0.4,0.6,0.3,time);
b=b+makePoint(x,y,0.7,1.4,0.5,0.4,time);
b=b+makePoint(x,y,0.7,1.7,0.4,0.4,time);
b=b+makePoint(x,y,0.8,0.5,0.4,0.5,time);
b=b+makePoint(x,y,1.4,0.9,0.6,0.3,time);
b=b+makePoint(x,y,0.7,1.3,0.5,0.4,time);
float c=
makePoint(x,y,3.7,0.3,0.3,0.3,time);
c=c+makePoint(x,y,1.9,1.3,0.4,0.4,time);
c=c+makePoint(x,y,0.8,0.9,0.4,0.5,time);
c=c+makePoint(x,y,1.2,1.7,0.6,0.3,time);
c=c+makePoint(x,y,0.3,0.6,0.5,0.4,time);
c=c+makePoint(x,y,0.3,0.3,0.4,0.4,time);
c=c+makePoint(x,y,1.4,0.8,0.4,0.5,time);
c=c+makePoint(x,y,0.2,0.6,0.6,0.3,time);
c=c+makePoint(x,y,1.3,0.5,0.5,0.4,time);
vec3 d=vec3(a,b,c)/32.0;
gl_FragColor = vec4(d.x,d.y,d.z,1.0);
}
Just change the line in the code :
LoadShader( 1, "vertex.vs", "blob.ps" )
2) Fire ball
Shader (fireball.ps):
uniform vec2 iResolution;
uniform float iGlobalTime;
float time;
float snoise(vec3 uv, float res)
{
const vec3 s = vec3(1e0, 1e2, 1e3);
uv *= res;
vec3 uv0 = floor(mod(uv, res))*s;
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s;
vec3 f = fract(uv); f = f*f*(3.0-2.0*f);
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);
vec4 r = fract(sin(v*1e-1)*1e3);
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
r = fract(sin((v + uv1.z - uv0.z)*1e-1)*1e3);
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);
return mix(r0, r1, f.z)*2.-1.;
}
void main(void)
{
vec2 p = -.5 + gl_FragCoord.xy / iResolution.xy;
p.x *= iResolution.x/iResolution.y;
float color = 3.0 - (3.*length(2.*p));
vec3 coord = vec3(atan(p.x,p.y)/6.2832+.5, length(p)*.4, .5);
for(int i = 1; i <= 7; i++)
{
float power = pow(2.0, float(i));
color += (1.5 / power) * snoise(coord + vec3(0.,-iGlobalTime*.05, iGlobalTime*.01), power*16.);
}
gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0);
}
Just change the line in the code :
LoadShader( 1, "vertex.vs", "fireball.ps" )
3)Seascape
Shader (seascape.ps)
// "Seascape" by Alexander Alekseev aka TDM - 2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
uniform vec2 iResolution;
uniform float iGlobalTime;
uniform vec4 iMouse;
float time;
const int NUM_STEPS = 8;
const float PI = 3.1415;
const float EPSILON = 1e-3;
float EPSILON_NRM = 0.1 / iResolution.x;
// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
float SEA_TIME = iGlobalTime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
// main
void main(void) {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
uv = uv * 2.0 - 1.0;
uv.x *= iResolution.x / iResolution.y;
float time = iGlobalTime * 0.3 + iMouse.x*0.01;
// ray
vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
vec3 ori = vec3(0.0,3.5,time*5.0);
vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
dir = normalize(dir) * fromEuler(ang);
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light = normalize(vec3(0.0,1.0,0.8));
// color
vec3 color = mix(
getSkyColor(dir),
getSeaColor(p,n,light,dir,dist),
pow(smoothstep(0.0,-0.05,dir.y),0.3));
// post
gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
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