1#version 330
2
3// Compatibility #ifdefs needed for parameters
4#ifdef GL_ES
5#define COMPAT_PRECISION mediump
6#else
7#define COMPAT_PRECISION
8#endif
9
10// Parameter lines go here:
11#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.84 0.0 1.0 0.01
12#ifdef PARAMETER_UNIFORM
13// All parameter floats need to have COMPAT_PRECISION in front of them
14uniform COMPAT_PRECISION float RETRO_PIXEL_SIZE;
15#else
16#define RETRO_PIXEL_SIZE 0.84
17#endif
18
19#if defined(VERTEX)
20
21#if __VERSION__ >= 130
22#define COMPAT_VARYING out
23#define COMPAT_ATTRIBUTE in
24#define COMPAT_TEXTURE texture
25#else
26#define COMPAT_VARYING varying
27#define COMPAT_ATTRIBUTE attribute
28#define COMPAT_TEXTURE texture2D
29#endif
30
31#ifdef GL_ES
32#define COMPAT_PRECISION mediump
33#else
34#define COMPAT_PRECISION
35#endif
36
37COMPAT_ATTRIBUTE vec4 VertexCoord;
38COMPAT_ATTRIBUTE vec4 COLOR;
39COMPAT_ATTRIBUTE vec4 TexCoord;
40COMPAT_VARYING vec4 COL0;
41COMPAT_VARYING vec4 TEX0;
42// out variables go here as COMPAT_VARYING whatever
43
44vec4 _oPosition1;
45uniform mat4 MVPMatrix;
46uniform COMPAT_PRECISION int FrameDirection;
47uniform COMPAT_PRECISION int FrameCount;
48uniform COMPAT_PRECISION vec2 OutputSize;
49uniform COMPAT_PRECISION vec2 TextureSize;
50uniform COMPAT_PRECISION vec2 InputSize;
51
52// compatibility #defines
53#define vTexCoord TEX0.xy
54#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
55#define OutSize vec4(OutputSize, 1.0 / OutputSize)
56
57void main()
58{
59    gl_Position = MVPMatrix * VertexCoord;
60    TEX0.xy = VertexCoord.xy;
61// Paste vertex contents here:
62}
63
64#elif defined(FRAGMENT)
65
66#if __VERSION__ >= 130
67#define COMPAT_VARYING in
68#define COMPAT_TEXTURE texture
69out vec4 FragColor;
70#else
71#define COMPAT_VARYING varying
72#define FragColor gl_FragColor
73#define COMPAT_TEXTURE texture2D
74#endif
75
76#ifdef GL_ES
77#ifdef GL_FRAGMENT_PRECISION_HIGH
78precision highp float;
79#else
80precision mediump float;
81#endif
82#define COMPAT_PRECISION mediump
83#else
84#define COMPAT_PRECISION
85#endif
86
87uniform COMPAT_PRECISION int FrameDirection;
88uniform COMPAT_PRECISION int FrameCount;
89uniform COMPAT_PRECISION vec2 OutputSize;
90uniform COMPAT_PRECISION vec2 TextureSize;
91uniform COMPAT_PRECISION vec2 InputSize;
92uniform sampler2D Texture;
93COMPAT_VARYING vec4 TEX0;
94// in variables go here as COMPAT_VARYING whatever
95
96// compatibility #defines
97#define Source Texture
98#define vTexCoord TEX0.xy
99
100#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
101#define OutSize vec4(OutputSize, 1.0 / OutputSize)
102
103// delete all 'params.' or 'registers.' or whatever in the fragment
104float iGlobalTime = float(FrameCount)*0.025;
105vec2 iResolution = OutputSize.xy;
106
107// Mountain Peak -  TDM - 2014-09-26
108// https://www.shadertoy.com/view/llK3WR
109
110// Terrain with procedural hydraulic erosion.
111
112// "Mountain Peak" by Alexander Alekseev aka TDM - 2014
113// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
114
115#define WIND
116
117const int NUM_STEPS = 38;
118const int NUM_STEPS_VOLUME = 10;
119const float STRIDE = 0.75;
120const float STRIDE_VOLUME = 1.0;
121const float PI	 	= 3.1415;
122const float EPSILON	= 1e-3;
123
124// terrain
125const int ITER_GEOMETRY = 4;
126const int ITER_FRAGMENT = 7;
127
128const float TERR_HEIGHT = 12.0;
129const float TERR_WARP = 0.7;
130const float TERR_OCTAVE_AMP = 0.55;
131const float TERR_OCTAVE_FREQ = 2.5;
132const float TERR_MULTIFRACT = 0.27;
133const float TERR_CHOPPY = 1.9;
134const float TERR_FREQ = 0.24;
135const vec2 TERR_OFFSET = vec2(13.5,15.);
136
137const vec3 SKY_COLOR = vec3(0.5,0.59,0.75) * 0.6;
138const vec3 SUN_COLOR = vec3(1.,1.,0.98) * 0.75;
139const vec3 COLOR_SNOW = vec3(1.0,1.0,1.1) * 2.0;
140const vec3 COLOR_ROCK = vec3(0.0,0.1,0.1);
141vec3 light = normalize(vec3(1.0,1.0,-0.3));
142
143// math
144mat3 fromEuler(vec3 ang) {
145	vec2 a1 = vec2(sin(ang.x),cos(ang.x));
146    vec2 a2 = vec2(sin(ang.y),cos(ang.y));
147    vec2 a3 = vec2(sin(ang.z),cos(ang.z));
148    mat3 m;
149    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);
150	m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
151	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);
152	return m;
153}
154float saturate(float x) { return clamp(x,0.,1.); }
155
156/*float hash(vec2 p) {
157	float h = dot(p,vec2(127.1,311.7));
158    return fract(sin(h)*43758.5453123);
159}*/
160float hash(vec2 p) {
161    uint n = floatBitsToUint(p.x * 122.0 + p.y);
162	n = (n << 13U) ^ n;
163    n = n * (n * n * 15731U + 789221U) + 1376312589U;
164    return uintBitsToFloat( (n>>9U) | 0x3f800000U ) - 1.0;
165}
166
167float hash3(vec3 p) {
168    return fract(sin(p.x*p.y*p.z)*347624.531834);
169}
170
171// 3d noise
172float noise_3(in vec3 p) {
173    vec3 i = floor( p );
174    vec3 f = fract( p );
175	vec3 u = f*f*(3.0-2.0*f);
176
177    float a = hash3( i + vec3(0.0,0.0,0.0) );
178	float b = hash3( i + vec3(1.0,0.0,0.0) );
179    float c = hash3( i + vec3(0.0,1.0,0.0) );
180	float d = hash3( i + vec3(1.0,1.0,0.0) );
181    float v1 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
182
183    a = hash3( i + vec3(0.0,0.0,1.0) );
184	b = hash3( i + vec3(1.0,0.0,1.0) );
185    c = hash3( i + vec3(0.0,1.0,1.0) );
186	d = hash3( i + vec3(1.0,1.0,1.0) );
187    float v2 = mix(mix(a,b,u.x), mix(c,d,u.x), u.y);
188
189    return abs(mix(v1,v2,u.z));
190}
191
192// noise with analytical derivatives (thanks to iq)
193vec3 noise_deriv(in vec2 p) {
194    vec2 i = floor( p );
195    vec2 f = fract( p );
196	vec2 u = f*f*(3.0-2.0*f);
197
198    float a = hash( i + vec2(0.0,0.0) );
199	float b = hash( i + vec2(1.0,0.0) );
200    float c = hash( i + vec2(0.0,1.0) );
201	float d = hash( i + vec2(1.0,1.0) );
202    float h1 = mix(a,b,u.x);
203    float h2 = mix(c,d,u.x);
204
205    return vec3(abs(mix(h1,h2,u.y)),
206               6.0*f*(1.0-f)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx));
207}
208
209// lighting
210float diffuse(vec3 n,vec3 l,float p) { return pow(max(dot(n,l),0.0),p); }
211float specular(vec3 n,vec3 l,vec3 e,float s) {
212    float nrm = (s + 8.0) / (3.1415 * 8.0);
213    return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
214}
215
216// terrain
217vec3 octave(vec2 uv) {
218    vec3 n = noise_deriv(uv);
219    return vec3(pow(n.x,TERR_CHOPPY), n.y, n.z);
220}
221
222float map(vec3 p) {
223    float frq = TERR_FREQ;
224    float amp = 1.0;
225    vec2 uv = p.xz * frq + TERR_OFFSET;
226    vec2 dsum = vec2(0.0);
227
228    float h = 0.0;
229    for(int i = 0; i < ITER_GEOMETRY; i++) {
230    	vec3 n = octave((uv - dsum * TERR_WARP) * frq);
231        h += n.x * amp;
232
233        dsum += n.yz * (n.x*2.0-1.0) * amp;
234        frq *= TERR_OCTAVE_FREQ;
235        amp *= TERR_OCTAVE_AMP;
236        amp *= pow(n.x,TERR_MULTIFRACT);
237    }
238    h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3);
239    return p.y - h;
240}
241float map_detailed(vec3 p) {
242    float frq = TERR_FREQ;
243    float amp = 1.0;
244    vec2 uv = p.xz * frq + TERR_OFFSET;
245    vec2 dsum = vec2(0.0);
246
247    float h = 0.0;
248    for(int i = 0; i < ITER_FRAGMENT; i++) {
249    	vec3 n = octave((uv - dsum * TERR_WARP) * frq);
250        h += n.x * amp;
251
252        dsum += n.yz * (n.x*2.0-1.0) * amp;
253        frq *= TERR_OCTAVE_FREQ;
254        amp *= TERR_OCTAVE_AMP;
255        amp *= pow(n.x,TERR_MULTIFRACT);
256    }
257    h *= TERR_HEIGHT / (1.0 + dot(p.xz,p.xz) * 1e-3);
258    return p.y - h;
259}
260float map_noise(vec3 p) {
261    p *= 0.5;
262    float ret = noise_3(p);
263    ret += noise_3(p * 2.0) * 0.5;
264    ret = (ret - 1.0) * 5.0;
265    return saturate(ret * 0.5 + 0.5);
266}
267
268// tracing
269vec3 getNormal(vec3 p, float eps) {
270    vec3 n;
271    n.y = map_detailed(p);
272    n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
273    n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
274    n.y = eps;
275    return normalize(n);
276}
277
278float hftracing(vec3 ori, vec3 dir, out vec3 p, out float t) {
279    float d = 0.0;
280    t = 0.0;
281    for(int i = 0; i < NUM_STEPS; i++) {
282        p = ori + dir * t;
283        d = map(p);
284        if(d < 0.0) break;
285        t += d*0.6;
286    }
287    return d;
288}
289
290float volume_tracing(vec3 ori, vec3 dir, float maxt) {
291    float d = 0.0;
292    float t = 0.0;
293    float count = 0.0;
294    for(int i = 0; i < NUM_STEPS_VOLUME; i++) {
295        vec3 p = ori + dir * t;
296        d += map_noise(p);
297        if(t >= maxt) break;
298        t += STRIDE_VOLUME;
299        count += 1.0;
300    }
301    return d / count;
302}
303
304// color
305vec3 sky_color(vec3 e) {
306    e.y = max(e.y,0.0);
307    vec3 ret;
308    ret.x = pow(1.0-e.y,3.0);
309    ret.y = pow(1.0-e.y, 1.2);
310    ret.z = 0.7+(1.0-e.y)*0.3;
311    return ret;
312}
313vec3 terr_color(in vec3 p, in vec3 n, in vec3 eye, in vec3 dist) {
314    float slope = 1.0-dot(n,vec3(0.,1.,0.));
315    vec3 ret = mix(COLOR_SNOW,COLOR_ROCK,smoothstep(0.0,0.2,slope*slope));
316    ret = mix(ret,COLOR_SNOW,saturate(smoothstep(0.6,0.8,slope+(p.y-TERR_HEIGHT*0.5)*0.05)));
317    return ret;
318}
319
320// main
321void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
322	vec2 uv = fragCoord.xy / iResolution.xy;
323    uv = uv * 2.0 - 1.0;
324    uv.x *= iResolution.x / iResolution.y;
325    float time = iGlobalTime * 0.1;
326
327    // ray
328#ifdef MOUSE
329    vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + iMouse.x*0.01);
330#else
331    vec3 ang = vec3(sin(time*6.0)*0.1,0.1,-time + 0.0*0.01);
332#endif
333	mat3 rot = fromEuler(ang);
334
335    vec3 ori = vec3(0.0,5.0,40.0);
336    vec3 dir = normalize(vec3(uv.xy,-2.0));
337    dir.z += length(uv) * 0.12;
338    dir = normalize(dir) * rot;
339    ori = ori * rot;
340    ori.y -= map(ori) * 0.75 - 3.0;
341
342    // tracing
343    vec3 p;
344    float t;
345    float dens = hftracing(ori,dir,p,t);
346    vec3 dist = p - ori;
347    vec3 n = getNormal(p, dot(dist,dist)* (1e-1 / iResolution.x));
348
349    // terrain
350    vec3 color = terr_color(p,n,dir,dist) * SKY_COLOR;
351    color += vec3(diffuse(n,light,2.0) * SUN_COLOR);
352    color += vec3(specular(n,light,dir,20.0) * SUN_COLOR*0.4);
353
354    // fog
355    vec3 fog = sky_color(vec3(dir.x,0.,dir.z));
356    color = mix(color,fog,saturate(min(length(dist)*0.018, dot(p.xz,p.xz)*0.001)));
357
358    // sky
359    color = mix(sky_color(dir),color,step(dens,4.0));
360    color += pow(max(dot(dir,light),0.0),3.0)*0.3;
361
362    // wind
363#ifdef WIND
364    float wind = volume_tracing(ori,dir,t) * saturate(1.8 - p.y * 0.2);
365    color = mix(color,fog, wind * 1.6);
366#endif
367
368    // post
369    color = (1.0 - exp(-color)) * 1.5;
370    color = pow(color,vec3(0.85));
371	fragColor = vec4(color,1.0);
372}
373
374void main(void)
375{
376  //just some shit to wrap shadertoy's stuff
377  vec2 FragCoord = vTexCoord.xy*OutputSize.xy;
378  mainImage(FragColor,FragCoord);
379}
380#endif
381