From 64e00165d5a871c54f4419a06aa020cd38edcc6c Mon Sep 17 00:00:00 2001 From: Wim Taymans Date: Wed, 18 Mar 2020 17:20:36 +0100 Subject: [PATCH] Add MIT licensed compute example instead Fixes #218 --- .../vulkan/shaders/disk-intersection.comp | 143 ++++++++++++++++++ spa/plugins/vulkan/shaders/main.comp | 3 +- spa/plugins/vulkan/shaders/main.spv | Bin 3232 -> 10208 bytes .../vulkan/shaders/mandelbrot-distance.comp | 58 ------- 4 files changed, 145 insertions(+), 59 deletions(-) create mode 100644 spa/plugins/vulkan/shaders/disk-intersection.comp delete mode 100644 spa/plugins/vulkan/shaders/mandelbrot-distance.comp diff --git a/spa/plugins/vulkan/shaders/disk-intersection.comp b/spa/plugins/vulkan/shaders/disk-intersection.comp new file mode 100644 index 000000000..7b92fdfb3 --- /dev/null +++ b/spa/plugins/vulkan/shaders/disk-intersection.comp @@ -0,0 +1,143 @@ +// The MIT License +// Copyright © 2013 Inigo Quilez +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + + +// Other intersectors: +// +// Box: https://www.shadertoy.com/view/ld23DV +// Triangle: https://www.shadertoy.com/view/MlGcDz +// Capsule: https://www.shadertoy.com/view/Xt3SzX +// Ellipsoid: https://www.shadertoy.com/view/MlsSzn +// Sphere: https://www.shadertoy.com/view/4d2XWV +// Capped Cylinder: https://www.shadertoy.com/view/4lcSRn +// Disk: https://www.shadertoy.com/view/lsfGDB +// Capped Cone: https://www.shadertoy.com/view/llcfRf +// Rounded Box: https://www.shadertoy.com/view/WlSXRW +// Rounded Cone: https://www.shadertoy.com/view/MlKfzm +// Torus: https://www.shadertoy.com/view/4sBGDy +// Sphere4: https://www.shadertoy.com/view/3tj3DW +// Goursat: https://www.shadertoy.com/view/3lj3DW + + +#define SC 3.0 + +#if 1 +// +// Elegant way to intersect a planar coordinate system (3x3 linear system) +// +vec3 intersectCoordSys(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v) +{ + vec3 q = o - c; + return vec3(dot(cross(u, v), q), + dot(cross(q, u), d), + dot(cross(v, q), d)) / dot(cross(v, u), d); +} + +#else +// +// Ugly (but faster) way to intersect a planar coordinate system: plane + projection +// +vec3 intersectCoordSys(in vec3 o, in vec3 d, vec3 c, vec3 u, vec3 v) +{ + vec3 q = o - c; + vec3 n = cross(u, v); + float t = -dot(n, q) / dot(d, n); + float r = dot(u, q + d * t); + float s = dot(v, q + d * t); + return vec3(t, s, r); +} + +#endif + +vec3 hash3(float n) +{ + return fract(sin(vec3(n, n + 1.0, n + 2.0)) * + vec3(43758.5453123, 12578.1459123, 19642.3490423)); +} + +vec3 shade(in vec4 res) +{ + float ra = length(res.yz); + float an = atan(res.y, res.z) + 8.0 * iTime; + float pa = sin(3.0 * an); + + vec3 cola = + 0.5 + 0.5 * sin((res.w / 64.0) * 3.5 + vec3(0.0, 1.0, 2.0)); + + vec3 col = vec3(0.0); + col += cola * 0.4 * (1.0 - smoothstep(0.90, 1.00, ra)); + col += + cola * 1.0 * (1.0 - + smoothstep(0.00, 0.03, + abs(ra - 0.8))) * (0.5 + 0.5 * pa); + col += + cola * 1.0 * (1.0 - + smoothstep(0.00, 0.20, + abs(ra - 0.8))) * (0.5 + 0.5 * pa); + col += + cola * 0.5 * (1.0 - + smoothstep(0.05, 0.10, + abs(ra - 0.5))) * (0.5 + 0.5 * pa); + col += + cola * 0.7 * (1.0 - + smoothstep(0.00, 0.30, + abs(ra - 0.5))) * (0.5 + 0.5 * pa); + + return col * 0.3; +} + +vec3 render(in vec3 ro, in vec3 rd) +{ + // raytrace + vec3 col = vec3(0.0); + for (int i = 0; i < 64; i++) { + // position disk + vec3 r = 2.5 * (-1.0 + 2.0 * hash3(float (i))); + r *= SC; + // orientate disk + vec3 u = normalize(r.zxy); + vec3 v = normalize(cross(u, vec3(0.0, 1.0, 0.0))); + + // intersect coord sys + vec3 tmp = intersectCoordSys(ro, rd, r, u, v); + tmp /= SC; + if (dot(tmp.yz, tmp.yz) < 1.0 && tmp.x > 0.0) { + // shade + col += shade(vec4(tmp, float (i))); + } + } + + return col; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) +{ + vec2 q = fragCoord.xy / iResolution.xy; + vec2 p = -1.0 + 2.0 * q; + p.x *= iResolution.x / iResolution.y; + + // camera + vec3 ro = + 2.0 * vec3(cos(0.5 * iTime * 1.1), 0.0, + sin(0.5 * iTime * 1.1)); + vec3 ta = vec3(0.0, 0.0, 0.0); + // camera matrix + vec3 ww = normalize(ta - ro); + vec3 uu = normalize(cross(ww, vec3(0.0, 1.0, 0.0))); + vec3 vv = normalize(cross(uu, ww)); + // create view ray + vec3 rd = normalize(p.x * uu + p.y * vv + 1.0 * ww); + + vec3 col = render(ro * SC, rd); + + fragColor = vec4(col, 1.0); +} + +void mainVR(out vec4 fragColor, in vec2 fragCoord, in vec3 fragRayOri, + in vec3 fragRayDir) +{ + vec3 col = render(fragRayOri + vec3(0.0, 0.0, 0.0), fragRayDir); + + fragColor = vec4(col, 1.0); +} diff --git a/spa/plugins/vulkan/shaders/main.comp b/spa/plugins/vulkan/shaders/main.comp index cc14c64d7..d85f7fba8 100644 --- a/spa/plugins/vulkan/shaders/main.comp +++ b/spa/plugins/vulkan/shaders/main.comp @@ -47,7 +47,8 @@ void main() } //#include "plasma-globe.comp" -#include "mandelbrot-distance.comp" +//#include "mandelbrot-distance.comp" +#include "disk-intersection.comp" //#include "ring-twister.comp" //#include "gears.comp" //#include "protean-clouds.comp" diff --git a/spa/plugins/vulkan/shaders/main.spv b/spa/plugins/vulkan/shaders/main.spv index 2a388dbca3c788b9df4162dcf9053cdb6048878e..fac1545c295c007eea5f6f22b4af30ea13c0514f 100644 GIT binary patch literal 10208 zcmZQ(Qf6mhU}Rut;APm&$N&a{3``6lCN~2cn0EIG_R%XYNzpSgH2^8#V_*hRU^#vU zHU?G(1_l-e28P_k%sh~UHv>D{GcYkQFdSk8>EUE>_lb85 za*8ibEl4a%EJ=+o&PYs2EsD=i%1TWxDF&(G0;zHL_jmVkjZZEph%YXw%t?*U$;?ZQ zPsuDwO)kkSO9iRpKvI{Pmz-0Yf~XFcco_H@7#K41N>Yo8QR zf-8$P%F>Lj(J=!9D+4nF7Xt%BJ_Cf!&A`Br0%h|sFfb%T*}M!445d&u9|HqJ8JNw= zAi}`FkdauNVXTp6Xbl!)W)NmzU;qUeD+4Qo6axbT*zX!;X(rYXJ0uwx7>ZJh8CV(E z805k1yp+@;xC6m%k_Cz9L)6QG*eM`3JA)cDK0I?1(^J7_mZcei&1Gd!VPIfLD@sgv z&dJ;Qc^~0W_m^m$lYuVx(o~q0j0$mFnd5|gW}E@ z-_Sg?T2%wb?)042>_uo@Ny5RJ?)1i3e}A{C?# z4ker_bW~(wX 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iResolution.xy; - p.x *= iResolution.x/iResolution.y; - - // animation - float tz = 0.5 - 0.5*cos(0.225*iTime); - float zoo = pow( 0.5, 13.0*tz ); - vec2 c = vec2(-0.05,.6805) + p*zoo; - - // iterate - float di = 1.0; - vec2 z = vec2(0.0); - float m2 = 0.0; - vec2 dz = vec2(0.0); - for( int i=0; i<300; i++ ) - { - if( m2>1024.0 ) { di=0.0; break; } - - // Z' -> 2·Z·Z' + 1 - dz = 2.0*vec2(z.x*dz.x-z.y*dz.y, z.x*dz.y + z.y*dz.x) + vec2(1.0,0.0); - - // Z -> Z² + c - z = vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ) + c; - - m2 = dot(z,z); - } - - // distance - // d(c) = |Z|·log|Z|/|Z'| - float d = 0.5*sqrt(dot(z,z)/dot(dz,dz))*log(dot(z,z)); - if( di>0.5 ) d=0.0; - - // do some soft coloring based on distance - d = clamp( pow(4.0*d/zoo,0.2), 0.0, 1.0 ); - - vec3 col = vec3( d ); - - fragColor = vec4( col, 1.0 ); -}