init
This commit is contained in:
commit
3fa75abfb2
42 changed files with 5634 additions and 0 deletions
76
ghostty-shaders/cineShader-Lava.glsl
Normal file
76
ghostty-shaders/cineShader-Lava.glsl
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
// INFO: This shader is a port of https://www.shadertoy.com/view/3sySRK
|
||||
|
||||
// INFO: Change these variables to create some variation in the animation
|
||||
#define BLACK_BLEND_THRESHOLD .4 // This is controls the dim of the screen
|
||||
#define COLOR_SPEED 0.1 // This controls the speed at which the colors change
|
||||
#define MOVEMENT_SPEED 0.1 // This controls the speed at which the balls move
|
||||
|
||||
float opSmoothUnion(float d1, float d2, float k)
|
||||
{
|
||||
float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
|
||||
return mix(d2, d1, h) - k * h * (1.0 - h);
|
||||
}
|
||||
|
||||
float sdSphere(vec3 p, float s)
|
||||
{
|
||||
return length(p) - s;
|
||||
}
|
||||
|
||||
float map(vec3 p)
|
||||
{
|
||||
float d = 2.0;
|
||||
for (int i = 0; i < 16; i++) {
|
||||
float fi = float(i);
|
||||
float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0;
|
||||
d = opSmoothUnion(
|
||||
sdSphere(p + sin(time * MOVEMENT_SPEED + fi * vec3(52.5126, 64.62744, 632.25)) * vec3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))),
|
||||
d,
|
||||
0.4
|
||||
);
|
||||
}
|
||||
return d;
|
||||
}
|
||||
|
||||
vec3 calcNormal(in vec3 p)
|
||||
{
|
||||
const float h = 1e-5; // or some other value
|
||||
const vec2 k = vec2(1, -1);
|
||||
return normalize(k.xyy * map(p + k.xyy * h) +
|
||||
k.yyx * map(p + k.yyx * h) +
|
||||
k.yxy * map(p + k.yxy * h) +
|
||||
k.xxx * map(p + k.xxx * h));
|
||||
}
|
||||
|
||||
void mainImage(out vec4 fragColor, in vec2 fragCoord)
|
||||
{
|
||||
vec2 uv = fragCoord / iResolution.xy;
|
||||
|
||||
vec3 rayOri = vec3((uv - 0.5) * vec2(iResolution.x / iResolution.y, 1.0) * 6.0, 3.0);
|
||||
vec3 rayDir = vec3(0.0, 0.0, -1.0);
|
||||
|
||||
float depth = 0.0;
|
||||
vec3 p;
|
||||
|
||||
for (int i = 0; i < 64; i++) {
|
||||
p = rayOri + rayDir * depth;
|
||||
float dist = map(p);
|
||||
depth += dist;
|
||||
if (dist < 1e-6) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
depth = min(6.0, depth);
|
||||
vec3 n = calcNormal(p);
|
||||
float b = max(0.0, dot(n, vec3(0.577)));
|
||||
vec3 col = (0.5 + 0.5 * cos((b + iTime * COLOR_SPEED * 3.0) + uv.xyx * 2.0 + vec3(0, 2, 4))) * (0.85 + b * 0.35);
|
||||
col *= exp(-depth * 0.15);
|
||||
|
||||
vec2 termUV = fragCoord.xy / iResolution.xy;
|
||||
vec4 terminalColor = texture(iChannel0, termUV);
|
||||
|
||||
float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD);
|
||||
vec3 blendedColor = mix(terminalColor.rgb * 1.0, col.rgb * 0.3, alpha);
|
||||
|
||||
fragColor = vec4(blendedColor, terminalColor.a);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue