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__TOC__ |
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=== Rotation matrix === |
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<pre> |
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== Signed distance functions == |
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=== Antialiasing === |
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<source lang="GLSL"> |
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const float scale = 100.; |
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) |
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{ |
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vec2 uv = scale * (fragCoord - .5 * iResolution.xy) / iResolution.y; |
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float d = sd...(uv); |
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vec3 col = vec3(1) * smoothstep(-0., 1.5 * scale / iResolution.y, d); |
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fragColor = vec4(col, 1.); |
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} |
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</source> |
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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). |
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== Ray marching == |
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<source lang="GLSL"> |
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// http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ |
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vec3 rayDirection(float fieldOfView, vec2 size, vec2 fragCoord) { |
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vec2 xy = fragCoord - size / 2.; |
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float z = size.y / tan(radians(fieldOfView) / 2.) / 2.; |
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return normalize(vec3(xy, -z)); |
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} |
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</source> |
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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. |
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<source lang="GLSL"> |
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// http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/ |
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float castRay(const int scene, vec3 eye, vec3 dir, |
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float start, float end, float epsilon, int max_marching_steps, |
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out int material) |
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{ |
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float depth = start; |
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for (int i = 0; i < max_marching_steps; i++) { |
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float d = sceneSDF(scene, eye + depth * dir, material); |
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if (d < epsilon) |
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return depth; |
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depth += d; |
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if (depth >= end) |
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break; |
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} |
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return end; |
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} |
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</source> |
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<source lang="GLSL"> |
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// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm |
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vec3 estimateNormal( const int scene, const float epsilon, in vec3 p ) |
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{ |
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int m; |
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const vec2 k = vec2(1,-1); |
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return normalize( k.xyy*sceneSDF( scene, p + k.xyy*epsilon, m ) + |
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k.yyx*sceneSDF( scene, p + k.yyx*epsilon, m ) + |
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k.yxy*sceneSDF( scene, p + k.yxy*epsilon, m ) + |
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k.xxx*sceneSDF( scene, p + k.xxx*epsilon, m ) ); |
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} |
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</source> |
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== Matrix transformations == |
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<source lang="GLSL"> |
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// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml |
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mat4 rotate(float a, vec3 v) |
mat4 rotate(float a, vec3 v) |
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{ |
{ |
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); |
); |
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} |
} |
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</ |
</source> |
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Source: https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glRotate.xml |
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<source lang="GLSL"> |
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=== Translation matrix === |
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// https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml |
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<pre> |
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mat4 translate(vec3 v) |
mat4 translate(vec3 v) |
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{ |
{ |
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); |
); |
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} |
} |
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</ |
</source> |
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Source: https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glTranslate.xml |
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== Noise == |
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<source lang="GLSL"> |
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// https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner |
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float rand(vec2 co) |
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{ |
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); |
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} |
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</source> |
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== Colours == |
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=== HSV === |
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==== Plain HSV ==== |
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[[File:hsv2rgb.png|420px|thumb|<tt>hsv2rgb()</tt>]] |
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<source lang="GLSL"> |
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// https://github.com/hughsk/glsl-hsv2rgb/blob/master/index.glsl |
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vec3 hsv2rgb(vec3 c) { |
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vec4 K = vec4(3. / 3., 2. / 3., 1. / 3., 3.); |
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vec3 p = abs(fract(c.xxx + K.xyz) * 6. - K.www); |
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); |
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} |
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</source> |
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==== Smooth variant ==== |
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[[File:hsv2rgb2.png|420px|thumb|<tt>hsv2rgb2()</tt>]] |
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<source lang="GLSL"> |
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// https://www.shadertoy.com/view/wlsSRB |
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vec3 hsv2rgb2(vec3 c, float k) { |
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vec4 K = vec4(3. / 3., 2. / 3., 1. / 3., 3.); |
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vec3 p = smoothstep(0. + k, 1. - k, |
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.5 + .5 * cos((c.xxx + K.xyz) * radians(360.))); |
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return c.z * mix(K.xxx, p, c.y); |
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} |
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</source> |
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A good value for <code>k</code> is e.g. 0.07. |
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=== Gamma === |
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{{Main|Gamma}} |
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<source lang="GLSL"> |
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const float gamma = 2.2; |
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// convert from sRGB to RGB |
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vec3 col = pow(col, vec3(gamma)); |
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// blending, etc. |
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// gamma correction (RGB to sRGB) |
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col = pow(col, vec3(1. / gamma)); |
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</source> |
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=== Ice gradient === |
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[[File:ice_gradient.png|420px|thumb|Blue ice gradient]] |
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<source lang="GLSL"> |
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vec3 col = smoothstep(vec3(.2, .1, .0), vec3(1.2, 1.1, 1.0), vec3(x)); |
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</source> |
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== Dithering == |
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<source lang="GLSL"> |
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/* https://en.wikipedia.org/wiki/Ordered_dithering */ |
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const float bayer_matrix[64] = float[64]( |
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-0.500000, 0.250000, -0.312500, 0.437500, -0.453125, 0.296875, -0.265625, 0.484375, |
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0.000000, -0.250000, 0.187500, -0.062500, 0.046875, -0.203125, 0.234375, -0.015625, |
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-0.375000, 0.375000, -0.437500, 0.312500, -0.328125, 0.421875, -0.390625, 0.359375, |
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0.125000, -0.125000, 0.062500, -0.187500, 0.171875, -0.078125, 0.109375, -0.140625, |
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-0.468750, 0.281250, -0.281250, 0.468750, -0.484375, 0.265625, -0.296875, 0.453125, |
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0.031250, -0.218750, 0.218750, -0.031250, 0.015625, -0.234375, 0.203125, -0.046875, |
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-0.343750, 0.406250, -0.406250, 0.343750, -0.359375, 0.390625, -0.421875, 0.328125, |
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0.156250, -0.093750, 0.093750, -0.156250, 0.140625, -0.109375, 0.078125, -0.171875 |
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); |
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float dither(vec2 uv, float levels, float sharpness, float intensity) |
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{ |
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int x = int(floor(uv.x)) & 7; |
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int y = int(floor(uv.y)) & 7; |
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float threshold = bayer_matrix[8 * y + x]; |
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#if 0 // full dither |
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return round(levels * intensity + threshold) / levels; |
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#else // respect sharpness |
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float major = floor(levels * intensity); |
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float minor = float(fract(levels * intensity) > .5 + sharpness * threshold); |
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return (major + minor) / levels; |
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#endif |
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} |
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</source> |
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== Post-processing effects == |
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=== Volumetric light scattering (God rays) === |
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[[File:godrays.png|420px|thumb|Example of volumetric light scattering post-processing effect (with dithering).]] |
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<source lang="GLSL"> |
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// https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process |
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vec3 godrays(in vec2 ScreenLightPos, in vec2 fragCoord, out vec4 fragColor) |
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{ |
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const int NUM_SAMPLES = 16; |
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const float Density = .7; |
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const float Weight = .3; |
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const float Decay = .88; |
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const float Exposure = .4; |
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vec2 texCoord = fragCoord / iResolution.xy; |
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vec2 deltaTexCoord = (texCoord - ScreenLightPos.xy); |
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deltaTexCoord *= 1.0f / float(NUM_SAMPLES) * Density; |
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vec3 color = texture(iChannel0, texCoord).rgb; |
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float illuminationDecay = 1.0f; |
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for (int i = 0; i < NUM_SAMPLES; i++) { |
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texCoord -= deltaTexCoord; |
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float dither = rand(fragCoord + vec2(200. * float(i), 23. * float(i))); |
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vec3 sample_ = texture(iChannel0, texCoord + deltaTexCoord * dither).rgb; |
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sample_ *= illuminationDecay * Weight; |
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color += sample_; |
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illuminationDecay *= Decay; |
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} |
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return color * Exposure; |
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} |
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</source> |
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Dithering suggested by Jessica Mak. |
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[[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.