Normals are now sampled at 0.008 so the creases resolve instead of being averaged away, and the seam sheen only lights the crack walls, which keeps the open water black. Fracture steps are trimmed so the sheets break at a seam instead of smearing into a pale ribbon.
120 lines
5.7 KiB
GLSL
120 lines
5.7 KiB
GLSL
// Pass 2: clean ice. Refraction, chromatic shear, absorption by true path length.
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// Nothing is added to empty space, so the gaps between sheets stay black.
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precision highp float;
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uniform vec2 u_res;
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uniform float u_time;
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uniform vec2 u_mouse; // normalized, bottom-left origin
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uniform sampler2D u_scene;
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uniform vec2 u_tile_res;
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const float EXTENT = 3.8; // must match the plasma pass
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const float FRONT = -2.0; // ice surface, camera at the origin looking down -z
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const vec3 SIGMA = vec3(0.66, 0.26, 0.11); // absorption per unit: red dies first, so depth turns blue
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const float IOR = 1.31;
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float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
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float noise(vec2 p) {
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vec2 i = floor(p), f = fract(p);
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f = f*f*(3.0-2.0*f);
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return mix(mix(hash(i), hash(i+vec2(1.0,0.0)), f.x),
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mix(hash(i+vec2(0.0,1.0)), hash(i+vec2(1.0,1.0)), f.x), f.y);
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}
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float fbm(vec2 p) {
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float sum = 0.0, amp = 0.5;
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for (int i = 0; i < 3; i++) { sum += amp * noise(p); p = mat2(1.62, 1.17, -1.17, 1.62) * p; amp *= 0.5; }
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return sum;
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}
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float fbm2(vec2 p) {
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return 0.5 * noise(p) + 0.25 * noise(mat2(1.62, 1.17, -1.17, 1.62) * p);
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}
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vec2 atlasUV(vec2 world, float layer) {
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vec2 uv = world / (2.0 * EXTENT) + 0.5;
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uv = clamp(uv, 0.5 / u_tile_res, 1.0 - 0.5 / u_tile_res); // keep bilinear taps inside the tile
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return (vec2(mod(layer, 4.0), floor(layer / 4.0)) + uv) / vec2(4.0, 2.0);
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}
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// The slab's fracture lines: two families of long, slightly wandering cracks. Shared
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// by the height field and the sheen, so each crack is both a bright seam and a step.
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vec2 fracture(vec2 x) {
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float d = fbm(x * 0.62 + 3.0) - 0.5; // zero set: long winding cracks
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float e = fbm(x * 1.35 - 7.0) - 0.5; // a sparser second family
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return vec2(d, e);
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}
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// Frozen surface: fine ridged grain over the plates the cracks have lifted apart.
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// Static in world space; only the plasma behind it moves.
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float height(vec2 x) {
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vec2 fr = fracture(x);
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return 0.090 * (1.0 - abs(2.0 * fbm2(x * 2.2 + 2.0) - 1.0))
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+ 0.055 * (1.0 - abs(2.0 * fbm2(x * 6.4 - 5.0) - 1.0))
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+ 0.014 * clamp(fr.x * 110.0, -1.0, 1.0) // the slab sits at a different level
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+ 0.009 * clamp(fr.y * 110.0, -1.0, 1.0); // on each side of a crack
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}
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void main() {
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vec2 screen = gl_FragCoord.xy / u_res;
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vec2 p = (gl_FragCoord.xy - 0.5 * u_res) / u_res.y;
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vec2 look = clamp(u_mouse - 0.5, -0.35, 0.35); // orbiting the slab centre
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vec3 ray = normalize(vec3(p - look * 2.2, -1.6));
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// Front surface along the view ray; two fixed-point steps settle on the swell.
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float t = FRONT / ray.z;
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for (int i = 0; i < 2; i++) t = (FRONT + height(ray.xy * t)) / ray.z;
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vec3 hit = ray * t;
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float e = 0.008;
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vec2 slope = vec2(height(hit.xy + vec2(e, 0.0)) - height(hit.xy - vec2(e, 0.0)),
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height(hit.xy + vec2(0.0, e)) - height(hit.xy - vec2(0.0, e))) / (2.0 * e);
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float bevel = smoothstep(0.14, 0.0, min(min(screen.x, 1.0 - screen.x), min(screen.y, 1.0 - screen.y)));
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slope += bevel * (screen - 0.5) * 0.55; // the slab turns away at the frame edge
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vec3 normal = normalize(vec3(-slope, 1.0));
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float facing = max(dot(-ray, normal), 0.0);
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// Refracted ray; red and blue bend a little differently, which is what makes ice ring.
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vec3 inside = refract(ray, normal, 1.0 / IOR);
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vec2 shearR = (refract(ray, normal, 1.0 / (IOR - 0.012)) - inside).xy;
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vec2 shearB = (refract(ray, normal, 1.0 / (IOR + 0.019)) - inside).xy;
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inside = normalize(inside);
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inside.z = min(inside.z, -0.40); // bound grazing rays at the crack steps
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// Recentre the parallax on the middle of the sheet stack: near and far sheets
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// then slide past each other at different rates as the pointer moves.
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vec2 par = look * 4.54;
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vec3 acc = vec3(0.0);
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float trans = 1.0;
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for (int i = 0; i < 8; i++) {
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float layer = float(i);
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float depth = texture2D(u_scene, atlasUV(hit.xy + par, layer)).a * 2.6; // depth buffer from pass 1
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float path = (hit.z - (FRONT - depth)) / -inside.z; // ice crossed to reach this sheet
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vec2 at = (hit + inside * path).xy + par;
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vec3 plasma;
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plasma.r = texture2D(u_scene, atlasUV(at + shearR * path, layer)).r;
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plasma.g = texture2D(u_scene, atlasUV(at, layer)).g;
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plasma.b = texture2D(u_scene, atlasUV(at + shearB * path, layer)).b;
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vec3 c = plasma * exp(-SIGMA * path);
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// Near plumes are nearly opaque, so the sheets behind them show through the gaps
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// instead of averaging into a wash. That is what makes the stack read as depth.
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float alpha = clamp(max(max(c.r, c.g), c.b) * 1.8, 0.0, 0.80);
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acc += trans * c;
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trans *= 1.0 - alpha;
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}
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// Gentle shoulder: overlapping glow stays coloured instead of clipping to white.
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vec3 col = vec3(1.0) - exp(-acc * 1.5);
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// Glass: reflection and a rim only where the surface turns away. Empty space stays dark.
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float fresnel = pow(1.0 - facing, 5.0);
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vec3 sky = mix(vec3(0.004, 0.016, 0.030), vec3(0.075, 0.220, 0.320), normal.y * 0.5 + 0.5);
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col += sky * (fresnel * 1.2 + bevel * 0.03);
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// Steep faces of the crests catch a thin sheen: the edge of the frozen surface,
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// painted only where the ice actually tilts, so the open water stays black.
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// Only the crack walls are this steep, so this sheen outlines the seams alone
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// instead of washing the whole grain.
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float tilt = smoothstep(1.00, 2.60, length(slope));
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col += vec3(0.022, 0.062, 0.078) * tilt;
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vec2 fr = fracture(hit.xy);
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float crack = (1.0 - smoothstep(0.0, 0.004, abs(fr.x)))
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+ (1.0 - smoothstep(0.0, 0.004, abs(fr.y)));
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col += vec3(0.020, 0.055, 0.068) * crack * smoothstep(0.58, 0.80, fbm2(hit.xy * 0.30 + 21.0));
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gl_FragColor = vec4(pow(clamp(col, 0.0, 1.0), vec3(0.4545)), 1.0);
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}
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