GLSL snippets: Difference between revisions
		
		
		
		Jump to navigation
		Jump to search
		
Content added Content deleted
|  (colours) |  (→Colours:  blue ice gradient) | ||
| (15 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
| __TOC__ | __TOC__ | ||
| == Signed distance functions == | |||
| === Antialiasing === | |||
| <source lang="GLSL"> | |||
| const float scale = 100.; | |||
| void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |||
| { | |||
|     vec2 uv = scale * (fragCoord - .5 * iResolution.xy) / iResolution.y; | |||
|     float d = sd...(uv); | |||
|     vec3 col = vec3(1) * smoothstep(-0., 1.5 * scale / iResolution.y, d); | |||
|     fragColor = vec4(col, 1.); | |||
| } | |||
| </source> | |||
| The point here is to convert the length returned by the distance function into a number of pixels, and then we can smooth the outline over the precise number of pixels that we want (here 1.5). | |||
| == Ray marching == | == Ray marching == | ||
| Line 6: | Line 24: | ||
| // http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ | // http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ | ||
| vec3 rayDirection(float fieldOfView, vec2 size, vec2 fragCoord) { | vec3 rayDirection(float fieldOfView, vec2 size, vec2 fragCoord) { | ||
|     vec2 xy = fragCoord - size / 2. |     vec2 xy = fragCoord - size / 2.; | ||
|     float z = size.y / tan(radians(fieldOfView) / 2. |     float z = size.y / tan(radians(fieldOfView) / 2.) / 2.; | ||
|     return normalize(vec3(xy, -z)); |     return normalize(vec3(xy, -z)); | ||
| } | } | ||
| </source> | </source> | ||
| Note: The original <tt>rayDirection()</tt> is missing the divide by 2 when calculating z. This causes the field of view parameter to be incorrect. | |||
| <source lang="GLSL"> | <source lang="GLSL"> | ||
| Line 92: | Line 112: | ||
| === HSV === | === HSV === | ||
| ==== Plain HSV ==== | |||
| [[File:hsv2rgb.png|420px|thumb|<tt>hsv2rgb()</tt>]] | |||
| <source lang="GLSL"> | <source lang="GLSL"> | ||
| Line 101: | Line 125: | ||
| } | } | ||
| </source> | </source> | ||
| ==== Smooth variant ==== | |||
| [[File:hsv2rgb2.png|420px|thumb|<tt>hsv2rgb2()</tt>]] | |||
| <source lang="GLSL"> | <source lang="GLSL"> | ||
| // https://www.shadertoy.com/view/wlsSRB | // https://www.shadertoy.com/view/wlsSRB | ||
| vec3 hsv2rgb2(vec3 c, float k) { | vec3 hsv2rgb2(vec3 c, float k) { | ||
|     vec4 K = vec4(3. / 3., 2. / 3., 1. / 3., 3.); | |||
|     vec3 p = smoothstep(0. + k, 1. - k, | |||
|                       .5 + .5 * cos((vec3(c.x) + vec3(3., 2., 1.) / 3.) * radians(360.))); | |||
|         .5 + .5 * cos((c.xxx + K.xyz) * radians(360.))); | |||
|     return c.z * mix(K.xxx, p, c.y); | |||
| } | } | ||
| </source> | </source> | ||
| A good value for <code>k</code> is e.g. 0.07. | |||
| === Gamma === | === Gamma === | ||
| {{Main|Gamma}} | |||
| <source lang="GLSL"> | <source lang="GLSL"> | ||
| const float gamma = 2.2; | const float gamma = 2.2; | ||
| // convert from sRGB to RGB | |||
| vec3 col = vec3(.5) / vec3(gamma); | |||
| vec3 col = pow(col, vec3(gamma)); | |||
| // blending, etc. | // blending, etc. | ||
| // gamma correction | // gamma correction (RGB to sRGB) | ||
| col = pow(col, vec3(1. / gamma)); | col = pow(col, vec3(1. / gamma)); | ||
| </source> | </source> | ||
| === Ice gradient === | |||
| [[Category:Programming]] | |||
| [[File:ice_gradient.png|420px|thumb|Blue ice gradient]] | |||
| <source lang="GLSL"> | |||
| vec3 col = smoothstep(vec3(.2, .1, .0), vec3(1.2, 1.1, 1.0), vec3(x)); | |||
| </source> | |||
| == Dithering == | |||
| <source lang="GLSL"> | |||
| /* https://en.wikipedia.org/wiki/Ordered_dithering */ | |||
| const float bayer_matrix[64] = float[64]( | |||
|      -0.500000,  0.250000, -0.312500,  0.437500, -0.453125,  0.296875, -0.265625,  0.484375, | |||
|       0.000000, -0.250000,  0.187500, -0.062500,  0.046875, -0.203125,  0.234375, -0.015625, | |||
|      -0.375000,  0.375000, -0.437500,  0.312500, -0.328125,  0.421875, -0.390625,  0.359375, | |||
|       0.125000, -0.125000,  0.062500, -0.187500,  0.171875, -0.078125,  0.109375, -0.140625, | |||
|      -0.468750,  0.281250, -0.281250,  0.468750, -0.484375,  0.265625, -0.296875,  0.453125, | |||
|       0.031250, -0.218750,  0.218750, -0.031250,  0.015625, -0.234375,  0.203125, -0.046875, | |||
|      -0.343750,  0.406250, -0.406250,  0.343750, -0.359375,  0.390625, -0.421875,  0.328125, | |||
|       0.156250, -0.093750,  0.093750, -0.156250,  0.140625, -0.109375,  0.078125, -0.171875 | |||
| ); | |||
| float dither(vec2 uv, float levels, float sharpness, float intensity) | |||
| { | |||
|     int x = int(floor(uv.x)) & 7; | |||
|     int y = int(floor(uv.y)) & 7; | |||
|     float threshold = bayer_matrix[8 * y + x]; | |||
| #if 0 // full dither | |||
|     return round(levels * intensity + threshold) / levels; | |||
| #else // respect sharpness | |||
|     float major = floor(levels * intensity); | |||
|     float minor = float(fract(levels * intensity) > .5 + sharpness * threshold); | |||
|     return (major + minor) / levels; | |||
| #endif | |||
| } | |||
| </source> | |||
| == Post-processing effects == | |||
| === Volumetric light scattering (God rays) === | |||
| [[File:godrays.png|420px|thumb|Example of volumetric light scattering post-processing effect (with dithering).]] | |||
| <source lang="GLSL"> | |||
| // https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process | |||
| vec3 godrays(in vec2 ScreenLightPos, in vec2 fragCoord, out vec4 fragColor) | |||
| { | |||
|     const int NUM_SAMPLES = 16; | |||
|     const float Density = .7; | |||
|     const float Weight = .3; | |||
|     const float Decay = .88; | |||
|     const float Exposure = .4; | |||
|     vec2 texCoord = fragCoord / iResolution.xy; | |||
|     vec2 deltaTexCoord = (texCoord - ScreenLightPos.xy); | |||
|     deltaTexCoord *= 1.0f / float(NUM_SAMPLES) * Density; | |||
|     vec3 color = texture(iChannel0, texCoord).rgb; | |||
|     float illuminationDecay = 1.0f; | |||
|     for (int i = 0; i < NUM_SAMPLES; i++) { | |||
|         texCoord -= deltaTexCoord; | |||
|         float dither = rand(fragCoord + vec2(200. * float(i), 23. * float(i))); | |||
|         vec3 sample_ = texture(iChannel0, texCoord + deltaTexCoord * dither).rgb; | |||
|         sample_ *= illuminationDecay * Weight; | |||
|         color += sample_; | |||
|         illuminationDecay *= Decay; | |||
|     } | |||
|     return color * Exposure; | |||
| } | |||
| </source> | |||
| Dithering suggested by Jessica Mak. | |||
| [[Category:Graphics programming]] | |||
Latest revision as of 09:03, 9 April 2024
Signed distance functions
Antialiasing
const float scale = 100.;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = scale * (fragCoord - .5 * iResolution.xy) / iResolution.y;
    float d = sd...(uv);
    vec3 col = vec3(1) * smoothstep(-0., 1.5 * scale / iResolution.y, d);
    fragColor = vec4(col, 1.);
}
The point here is to convert the length returned by the distance function into a number of pixels, and then we can smooth the outline over the precise number of pixels that we want (here 1.5).
Ray marching
// http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
vec3 rayDirection(float fieldOfView, vec2 size, vec2 fragCoord) {
    vec2 xy = fragCoord - size / 2.;
    float z = size.y / tan(radians(fieldOfView) / 2.) / 2.;
    return normalize(vec3(xy, -z));
}
Note: The original rayDirection() is missing the divide by 2 when calculating z. This causes the field of view parameter to be incorrect.
// http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
float castRay(const int scene, vec3 eye, vec3 dir,
    float start, float end, float epsilon, int max_marching_steps,
    out int material)
{
    float depth = start;
    for (int i = 0; i < max_marching_steps; i++) {
        float d = sceneSDF(scene, eye + depth * dir, material);
        if (d < epsilon)
            return depth;
        depth += d;
        if (depth >= end)
            break;
    }
    return end;
}
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 estimateNormal( const int scene, const float epsilon, in vec3 p )
{
    int m;
    
    const vec2 k = vec2(1,-1);
    return normalize( k.xyy*sceneSDF( scene, p + k.xyy*epsilon, m ) + 
                      k.yyx*sceneSDF( scene, p + k.yyx*epsilon, m ) + 
                      k.yxy*sceneSDF( scene, p + k.yxy*epsilon, m ) + 
                      k.xxx*sceneSDF( scene, p + k.xxx*epsilon, m ) );
}
Matrix transformations
// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml
mat4 rotate(float a, vec3 v)
{
    float c = cos(a);
    vec3 ci = (1. - c) * v;
    vec3 s = sin(a) * v;
    return mat4(
        ci.x * v.x + c, ci.x * v.y + s.z, ci.x * v.z - s.y, 0,
        ci.y * v.x - s.z, ci.y * v.y + c, ci.y * v.z + s.x, 0,
        ci.z * v.x + s.y, ci.z * v.y - s.x, ci.z * v.z + c, 0,
        0, 0, 0, 1
    );
}
// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml
mat4 translate(vec3 v)
{
    return mat4(
        1, 0, 0, 0,
        0, 1, 0, 0,
        0, 0, 1, 0,
        v.x, v.y, v.z, 1
    );
}
Noise
// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner
float rand(vec2 co)
{
    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
Colours
HSV
Plain HSV

// https://github.com/hughsk/glsl-hsv2rgb/blob/master/index.glsl
vec3 hsv2rgb(vec3 c) {
    vec4 K = vec4(3. / 3., 2. / 3., 1. / 3., 3.);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
Smooth variant

// https://www.shadertoy.com/view/wlsSRB
vec3 hsv2rgb2(vec3 c, float k) {
    vec4 K = vec4(3. / 3., 2. / 3., 1. / 3., 3.);
    vec3 p = smoothstep(0. + k, 1. - k,
        .5 + .5 * cos((c.xxx + K.xyz) * radians(360.)));
    return c.z * mix(K.xxx, p, c.y);
}
A good value for k is e.g. 0.07.
Gamma
- Main article: Gamma
const float gamma = 2.2;
// convert from sRGB to RGB
vec3 col = pow(col, vec3(gamma));
// blending, etc.
// gamma correction (RGB to sRGB)
col = pow(col, vec3(1. / gamma));
Ice gradient

vec3 col = smoothstep(vec3(.2, .1, .0), vec3(1.2, 1.1, 1.0), vec3(x));
Dithering
/* https://en.wikipedia.org/wiki/Ordered_dithering */
const float bayer_matrix[64] = float[64](
     -0.500000,  0.250000, -0.312500,  0.437500, -0.453125,  0.296875, -0.265625,  0.484375,
      0.000000, -0.250000,  0.187500, -0.062500,  0.046875, -0.203125,  0.234375, -0.015625,
     -0.375000,  0.375000, -0.437500,  0.312500, -0.328125,  0.421875, -0.390625,  0.359375,
      0.125000, -0.125000,  0.062500, -0.187500,  0.171875, -0.078125,  0.109375, -0.140625,
     -0.468750,  0.281250, -0.281250,  0.468750, -0.484375,  0.265625, -0.296875,  0.453125,
      0.031250, -0.218750,  0.218750, -0.031250,  0.015625, -0.234375,  0.203125, -0.046875,
     -0.343750,  0.406250, -0.406250,  0.343750, -0.359375,  0.390625, -0.421875,  0.328125,
      0.156250, -0.093750,  0.093750, -0.156250,  0.140625, -0.109375,  0.078125, -0.171875
);
float dither(vec2 uv, float levels, float sharpness, float intensity)
{
    int x = int(floor(uv.x)) & 7;
    int y = int(floor(uv.y)) & 7;
    float threshold = bayer_matrix[8 * y + x];
#if 0 // full dither
    return round(levels * intensity + threshold) / levels;
#else // respect sharpness
    float major = floor(levels * intensity);
    float minor = float(fract(levels * intensity) > .5 + sharpness * threshold);
    return (major + minor) / levels;
#endif
}
Post-processing effects
Volumetric light scattering (God rays)

// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
vec3 godrays(in vec2 ScreenLightPos, in vec2 fragCoord, out vec4 fragColor)
{
    const int NUM_SAMPLES = 16;
    const float Density = .7;
    const float Weight = .3;
    const float Decay = .88;
    const float Exposure = .4;
    vec2 texCoord = fragCoord / iResolution.xy;
    vec2 deltaTexCoord = (texCoord - ScreenLightPos.xy);
    deltaTexCoord *= 1.0f / float(NUM_SAMPLES) * Density;
    vec3 color = texture(iChannel0, texCoord).rgb;
    float illuminationDecay = 1.0f;
    for (int i = 0; i < NUM_SAMPLES; i++) {
        texCoord -= deltaTexCoord;
        float dither = rand(fragCoord + vec2(200. * float(i), 23. * float(i)));
        vec3 sample_ = texture(iChannel0, texCoord + deltaTexCoord * dither).rgb;
        sample_ *= illuminationDecay * Weight;
        color += sample_;
        illuminationDecay *= Decay;
    }
    return color * Exposure;
}
Dithering suggested by Jessica Mak.