bae #016 ~ Slab Steps
https://www.shadertoy.com/view/X3c3Ds
Shader code
shader_type canvas_item;
#define iTime TIME
#define PI 3.14159
#define iResolution 1.0/SCREEN_PIXEL_SIZE
uniform vec4 color1 = vec4(1.0, 0.66, 0.33, 3.0);
uniform float speed : hint_range(0.0, 5.0, 0.1) = 1.0;
uniform float height : hint_range(0.0, 0.5, 0.1) = 0.2;
uniform float edge : hint_range(0.0, 0.5, 0.01) = 0.02;
uniform float shadow_transparent : hint_range(0.0, 2.0, 0.1) = 0.5;
uniform vec2 disp = vec2(0.5);
uniform vec3 camera1 = vec3(0., 1., 0.);
uniform vec2 coordination = vec2(123.345, 734.6897);
uniform float color_remap : hint_range(0.0, 5.0, 0.1) = 0.;
uniform float unity : hint_range(0.0, 2.0, 0.01) = 1.;
vec3 hsv2rgb(vec3 c)
{
vec4 K = color1;
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float hash(vec2 p)
{
p = fract(p * coordination);
p += dot(p, p - color_remap);
return fract(p.x * p.y);
}
mat2 rot2D(float angle)
{
float s = sin(angle);
float c = cos(angle);
return mat2(vec2(c, -s), vec2(s, c));
}
mat3 _rot3D(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1. - c;
return mat3(
vec3(oc * axis.x * axis.x + c,
oc * axis.x * axis.y - axis.z * s,
oc * axis.z * axis.x + axis.y * s),
vec3(oc * axis.x * axis.y + axis.z * s,
oc * axis.y * axis.y + c,
oc * axis.y * axis.z - axis.x * s),
vec3(oc * axis.z * axis.x - axis.y * s,
oc * axis.y * axis.z + axis.x * s,
oc * axis.z * axis.z + c)
);
}
vec3 rot3D(vec3 p, vec3 axis, float angle)
{
return mix(dot(axis, p) * axis, p, cos(angle)) + cross(axis, p) * sin(angle);
}
float sdBox(vec3 p, vec3 b)
{
vec3 q = abs(p) - b;
return length(max(q, 0.)) + min(max(q.x, max(q.y, q.z)), 0.);
}
float smin(float a, float b, float k)
{
float h = max(k - abs(a - b), 0.) / k;
return min(a, b) - h * h * h * k * (1. / 6.);
}
float map(vec3 p)
{
vec3 q = p;
vec2 id = floor(q.xz);
q.x = fract(q.x) - .5;
q.z = fract(q.z) - .5;
float n = hash(id);
n = fract(n * 47.13);
float s = sin(iTime * speed+ n * PI * 2.* unity);
s = smoothstep(0.5, 1., s) * height;
q.y -= s;
float r = edge;
float w = .5 - r;
float box = sdBox(q, vec3(w, .1 - r, w)) - r;
return box;
}
float rayMarch(vec3 ro, vec3 rd)
{
float t = 0.; // total distance travelled
for (int i = 0; i < 80 * 4; ++i)
{
vec3 p = ro + rd * t;
float d = map(p) * .1;
t += d;
if (abs(d) < .001 || t > 100.) break;
}
return t;
}
vec3 normal(vec3 p)
{
float d = map(p);
vec2 e = vec2(.01, .0);
vec3 n = d - vec3(
map(p - e.xyy),
map(p - e.yxy),
map(p - e.yyx)
);
return normalize(n);
}
uniform float scrollFactor = .8;
float getLight(vec3 p)
{
float a = 3.4;
vec3 lightPos = vec3(
12. * sin(a),
16.,
12.0*cos(a)
); // Light Position
lightPos.x -= iTime * scrollFactor;
lightPos.x += 30.;
vec3 l = normalize(lightPos - p);
vec3 n = normal(p);
float dif = dot(n, l);
dif = clamp(dif, 0., 1.);
float d = rayMarch(p + n * .01, l);
if (d < length(lightPos - p)) dif *= shadow_transparent;
return dif;
}
void fragment()
{
vec2 uv = UV - disp;
uv.y *= -1.0;
vec3 Y = camera1;
float cameraY = 2.;
vec3 ro = vec3(1., 1.8, -2); // ray origin
vec3 lookat = vec3(0.);
ro.x -= iTime * scrollFactor;
lookat.x -= iTime * scrollFactor;
vec3 F = normalize(lookat - ro);
vec3 R = cross(Y, F);
vec3 U = cross(F, R);
float zoom = 3.2;
R *= zoom;
U *= zoom;
ro += uv.x * R + uv.y * U;
vec3 rd = F;
vec3 col = vec3(0);
float t = rayMarch(ro, rd);
vec3 p = ro + rd * t;
float dif = getLight(p);
float n = hash(floor(p.xz) * 75.6);
vec3 c = hsv2rgb(vec3(mod(n, .5), .6, 1.));
c = pow(c, vec3(1./1.16));
col = vec3(dif) * c;
COLOR = vec4(col, 1.0);
}