mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
77 lines
1.8 KiB
GLSL
77 lines
1.8 KiB
GLSL
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.1415926535
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#define HALF_PI 1.57079632679
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D u_tex0;
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uniform vec2 u_tex0Resolution;
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float speedMoon = 0.01;
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float speedSun = 0.25;
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vec3 sphereNormals(in vec2 uv) {
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uv = fract(uv)*2.0-1.0;
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vec3 ret;
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ret.xy = sqrt(uv * uv) * sign(uv);
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ret.z = sqrt(abs(1.0 - dot(ret.xy,ret.xy)));
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ret = ret * 0.5 + 0.5;
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return mix(vec3(0.0), ret, smoothstep(1.0,0.98,dot(uv,uv)) );
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}
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vec2 sphereCoords(vec2 _st, float _scale){
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float maxFactor = sin(1.570796327);
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vec2 uv = vec2(0.0);
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vec2 xy = 2.0 * _st.xy - 1.0;
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float d = length(xy);
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if (d < (2.0-maxFactor)){
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d = length(xy * maxFactor);
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float z = sqrt(1.0 - d * d);
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float r = atan(d, z) / 3.1415926535 * _scale;
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float phi = atan(xy.y, xy.x);
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uv.x = r * cos(phi) + 0.5;
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uv.y = r * sin(phi) + 0.5;
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} else {
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uv = _st.xy;
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}
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return uv;
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}
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vec4 sphereTexture(in sampler2D _tex, in vec2 _uv) {
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vec2 st = sphereCoords(_uv, 1.0);
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float aspect = u_tex0Resolution.y/u_tex0Resolution.x;
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st.x = fract(st.x*aspect + u_time*speedMoon);
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return texture2D(_tex, st);
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}
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void main(){
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(1.0);
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color *= sphereTexture(u_tex0, st).rgb;
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// Calculate sun direction
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vec3 sunPos = normalize(vec3(cos(u_time*speedSun-HALF_PI),0.0,sin(speedSun*u_time-HALF_PI)));
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vec3 surface = normalize(sphereNormals(st)*2.0-1.0);
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// Add Shadows
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color *= dot(sunPos,surface);
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// Blend black the edge of the sphere
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float radius = 1.0-length( vec2(0.5)-st )*2.0;
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color *= smoothstep(0.001,0.05,radius);
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color = 1.0-color;
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gl_FragColor = vec4(color,1.0);
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}
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