// Originally from: https://www.shadertoy.com/view/wsjBD3
// License CC0: A battered alien planet
// Been experimenting with space inspired shaders
#define PI 3.141592654
#define TAU (2.0*PI)
#define TOLERANCE 0.00001
#define MAX_ITER 65
#define MIN_DISTANCE 0.01
#define MAX_DISTANCE 9.0
const vec3 skyCol1 = vec3(0.35, 0.45, 0.6);
const vec3 skyCol2 = vec3(0.4, 0.7, 1.0);
const vec3 skyCol3 = pow(skyCol1, vec3(0.25));
const vec3 sunCol1 = vec3(1.0,0.6,0.4);
const vec3 sunCol2 = vec3(1.0,0.9,0.7);
const vec3 smallSunCol1 = vec3(1.0,0.5,0.25)*0.5;
const vec3 smallSunCol2 = vec3(1.0,0.5,0.25)*0.5;
const vec3 mountainColor = 1.0*sqrt(vec3(0.95, 0.65, 0.45));
const float cellWidth = 1.0;
const vec4 planet = vec4(80.0, -20.0, 100.0, 50.0)*1000.0;
void rot(inout vec2 p, float a) {
float c = cos(a);
float s = sin(a);
p = vec2(p.x*c + p.y*s, -p.x*s + p.y*c);
}
vec2 mod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size);
p = mod(p + size*0.5,size) - size*0.5;
return c;
}
float circle(vec2 p, float r) {
return length(p) - r;
}
float egg(vec2 p, float ra, float rb) {
const float k = sqrt(3.0);
p.x = abs(p.x);
float r = ra - rb;
return ((p.y<0.0) ? length(vec2(p.x, p.y )) - r :
(k*(p.x+r)
0.0 && b > 0.0) return vec2(-1.0, -1.0);
float discr = b * b - c;
if(discr < 0.0) return vec2(-1.0);
float normalMultiplier = 1.0;
float s = sqrt(discr);
float t0 = -b - s;
float t1 = -b + s;;
return vec2(t0, t1);
}
float noise1(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
float r = 0.225*cellWidth;
float d = circle(p, 2.0*r);
float h = hh.x*smoothstep(0.0, r, -d);
return h*0.25;
}
float noise2(vec2 p) {
vec2 n = mod2(p, vec2(cellWidth));
vec2 hh = hash(sqrt(2.0)*(n+1000.0));
hh.x *= hh.y;
rot(p, TAU*hh.y);
float r = 0.45*cellWidth;
// float d = circle(p, 1.0*r);
float d = egg(p, 0.75*r, 0.5*r*abs(hh.y));
float h = (hh.x)*smoothstep(0.0, r, -2.0*d);
return h*0.275;
}
float height(vec2 p, float dd, int mx) {
const float aa = 0.45;
const float ff = 2.03;
const float tt = 1.2;
const float oo = 3.93;
const float near = 0.25;
const float far = 0.65;
float a = 1.0;
float o = 0.2;
float s = 0.0;
float d = 0.0;
int i = 0;
for (; i < 4;++i) {
float nn = a*noise2(p);
s += nn;
d += abs(a);
p += o;
a *= aa;
p *= ff;
o *= oo;
rot(p, tt);
}
float lod = s/d;
float rdd = dd/MAX_DISTANCE;
mx = int(mix(float(4), float(mx), step(rdd, far)));
for (; i < mx; ++i) {
float nn = a*noise1(p);
s += nn;
d += abs(a);
p += o;
a *= aa;
p *= ff;
o *= oo;
rot(p, tt);
}
float hid = (s/d);
return mix(hid, lod, smoothstep(near, far, rdd));
}
float loheight(vec2 p, float d) {
return height(p, d, 0);
}
float height(vec2 p, float d) {
return height(p, d, 6);
}
float hiheight(vec2 p, float d) {
return height(p, d, 8);
}
vec3 normal(vec2 p, float d) {
vec2 eps = vec2(0.00125, 0.0);
vec3 n;
n.x = (hiheight(p - eps.xy, d) - hiheight(p + eps.xy, d));
n.y = 2.0*eps.x;
n.z = (hiheight(p - eps.yx, d) - hiheight(p + eps.yx, d));
return normalize(n);
}
const float stepLength[] = float[](0.9, 0.25);
float march(vec3 ro, vec3 rd, out int max_iter) {
float dt = 0.1;
float d = MIN_DISTANCE;
int currentStep = 0;
float lastd = d;
for (int i = 0; i < MAX_ITER; ++i)
{
vec3 p = ro + d*rd;
float h = height(p.xz, d);
if (d > MAX_DISTANCE) {
max_iter = i;
return MAX_DISTANCE;
}
float hd = p.y - h;
if (hd < TOLERANCE) {
++currentStep;
if (currentStep >= stepLength.length()) {
max_iter = i;
return d;
}
d = lastd;
continue;
}
float sl = stepLength[currentStep];
dt = max(hd, TOLERANCE)*sl + 0.0025*d;
lastd = d;
d += dt;
}
max_iter = MAX_ITER;
return MAX_DISTANCE;
}
vec3 sunDirection() {
return normalize(vec3(-0.5, 0.085, 1.0));
}
vec3 smallSunDirection() {
return normalize(vec3(-0.2, -0.05, 1.0));
}
float psin(float f) {
return 0.5 + 0.5*sin(f);
}
vec3 skyColor(vec3 ro, vec3 rd) {
vec3 sunDir = sunDirection();
vec3 smallSunDir = smallSunDirection();
float sunDot = max(dot(rd, sunDir), 0.0);
float smallSunDot = max(dot(rd, smallSunDir), 0.0);
float angle = atan(rd.y, length(rd.xz))*2.0/PI;
vec3 skyCol = mix(mix(skyCol1, skyCol2, max(0.0, angle)), skyCol3, clamp(-angle*2.0, 0.0, 1.0));
vec3 sunCol = 0.5*sunCol1*pow(sunDot, 20.0) + 8.0*sunCol2*pow(sunDot, 2000.0);
vec3 smallSunCol = 0.5*smallSunCol1*pow(smallSunDot, 200.0) + 8.0*smallSunCol2*pow(smallSunDot, 20000.0);
vec3 dust = pow(sunCol2*mountainColor, vec3(1.75))*smoothstep(0.05, -0.1, rd.y)*0.5;
vec2 si = raySphere(ro, rd, planet);
vec3 planetSurface = ro + si.x*rd;
vec3 planetNormal = normalize(planetSurface - planet.xyz);
float planetDiff = max(dot(planetNormal, sunDir), 0.0);
float planetBorder = max(dot(planetNormal, -rd), 0.0);
float planetLat = (planetSurface.x+planetSurface.y)*0.0005;
vec3 planetCol = mix(1.3*vec3(0.9, 0.8, 0.7), 0.3*vec3(0.9, 0.8, 0.7), pow(psin(planetLat+1.0)*psin(sqrt(2.0)*planetLat+2.0)*psin(sqrt(3.5)*planetLat+3.0), 0.5));
vec3 final = vec3(0.0);
final += step(0.0, si.x)*pow(planetDiff, 0.75)*planetCol*smoothstep(-0.075, 0.0, rd.y)*smoothstep(0.0, 0.1, planetBorder);
final += skyCol + sunCol + smallSunCol + dust;
return final;
}
vec3 getColor(vec3 ro, vec3 rd) {
int max_iter = 0;
vec3 skyCol = skyColor(ro, rd);
vec3 col = vec3(0);
float d = march(ro, rd, max_iter);
if (d < MAX_DISTANCE) {
vec3 sunDir = sunDirection();
vec3 osunDir = sunDir*vec3(-1.0, .0, -1.0);
vec3 p = ro + d*rd;
vec3 normal = normal(p.xz, d);
float amb = 0.2;
float dif1 = max(0.0, dot(sunDir, normal));
vec3 shd1 = sunCol2*mix(amb, 1.0, pow(dif1, 0.75));
float dif2 = max(0.0, dot(osunDir, normal));
vec3 shd2 = sunCol1*mix(amb, 1.0, pow(dif2, 0.75));
vec3 ref = reflect(rd, normal);
vec3 rcol = skyColor(p, ref);
col = mountainColor*amb*skyCol3;
col += mix(shd1, shd2, -0.5)*mountainColor;
float fre = max(dot(normal, -rd), 0.0);
fre = pow(1.0 - fre, 5.0);
col += rcol*fre*0.5;
col += (1.0*p.y);
col = tanh(col);
col = mix(col, skyCol, smoothstep(0.5*MAX_DISTANCE, 1.0*MAX_DISTANCE, d));
} else {
col = skyCol;
}
// col += vec3(1.1, 0.0, 0.0)* smoothstep(0.25, 1.0,(float(max_iter)/float(MAX_ITER)));
return col;
}
vec3 getSample1(vec2 p, float time) {
float off = 0.5*iTime;
vec3 ro = vec3(0.5, 1.0-0.25, -2.0 + off);
vec3 la = ro + vec3(0.0, -0.30, 2.0);
vec3 ww = normalize(la - ro);
vec3 uu = normalize(cross(vec3(0.0,1.0,0.0), ww));
vec3 vv = normalize(cross(ww, uu));
vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww);
vec3 col = getColor(ro, rd) ;
return col;
}
vec3 getSample2(vec2 p, float time) {
p.y-=time*0.25;
float h = height(p, 0.0);
vec3 n = normal(p, 0.0);
vec3 lp = vec3(10.0, -1.2, 0.0);
vec3 ld = normalize(vec3(p.x, h, p.y)- lp);
float d = max(dot(ld, n), 0.0);
vec3 col = vec3(0.0);
col = vec3(1.0)*(h+0.1);
col += vec3(1.5)*pow(d, 0.75);
return col;
}
void mainImage(out vec4 fragColor, vec2 fragCoord) {
vec2 q = fragCoord.xy/iResolution.xy;
vec2 p = -1.0 + 2.0*q;
p.x *= iResolution.x/iResolution.y;
vec3 col = getSample1(p, iTime);
fragColor = vec4(col, 1.0);
}