vscode shadertoy插件,非常方便的glsl着色器编写工具

很著名的shadertoy网站,集合了非常多大神利用数学写出美妙的shader效果。像shadertoy创始人之一的IQ大神它在这方面有很多的建树。他的利用光线步进和躁声可以创建很多不可思议的3D场景。

vscode有一件shadertoy的插件,安装后可以新建一个*.glsl文件,写好代码就可以直接运行看效果了。我试了一下非常方便.如果想要学习shader和一些数学在图形方面的应用我觉得这是一个非常好的插件.

下面写了四个简单示例,水波纹、风景(利用2维值躁声和fmb躁声模拟山和水的流动和天空和云朵) 波纹 雷达 。源码在下面

#define CAMERA_POS vec3(0,0,10)
#define SPHERE_POS vec3(0,0,-5)
#define SPHERE_RADIUS 1.
#define MAX_DIST 200.
#define MAX_STEPS 200
#define LIGHT_POS vec3(-2,3,0)
#define time iTime*0.8


mat3 lookAt(vec3 cameraPos,vec3 target){
    vec3 up=vec3(0,1,0);
    vec3 z=normalize(cameraPos-target);//+z
    vec3 x=normalize(cross(up,z));
    vec3 y=normalize(cross(z,x));
    return mat3(x,y,z);
}

mat3 rotateMatrix(float rad,vec3 axis){
    axis=normalize(axis);
    float c=cos(rad);
    float s=sin(rad);
    float t=1.-c;
    float x=axis.x;
    float y=axis.y;
    float z=axis.z;
    return mat3(
       vec3(
          x*x*t+c,
          y*x*t-z*s,
          z*x*t+y*s
       ),
       vec3(
          x*y*t+z*s,
          y*y*t+c,
          z*y*t-x*s
       ),
       vec3(
          x*z*t-y*s,
          y*z*t+x*s,
          z*z*t+c
       )
    );
}
vec3 rotate(vec3 pos,vec3 origin,float rad){
    float c=cos(rad);
    float s=sin(rad);
    vec3 delta=pos-origin;
    return vec3(
        pos.x,
        delta.y*c-delta.z*s+origin.y,
        delta.y*s+delta.z*c+origin.z
    );
}

vec3 rotateX(vec3 pos,vec3 origin,float rad){
    float c=cos(rad);
    float s=sin(rad);
    vec3 delta=pos-origin;
    return vec3(
        delta.x+origin.x,
        delta.y*c-delta.z*s+origin.y,
        delta.y*s+delta.z*c+origin.z
    );
}

vec3 rotateY(vec3 pos,vec3 origin,float rad){
    float c=cos(rad);
    float s=sin(rad);
    vec3 delta=pos-origin;
    return vec3(
        c*delta.x+s*delta.z+origin.x,
        pos.y,
        s*delta.x-c*delta.z+origin.z
    );
}
vec3 rotateZ(vec3 pos,vec3 origin,float rad){
    float c=cos(rad);
    float s=sin(rad);
    vec3 delta=pos-origin;
    return vec3(
        delta.x*c-delta.y*s+origin.x,
        delta.x*s+delta.y*c+origin.y,
        pos.z
    );
}
// 投影坐标系
vec2 projectionCoord(in vec2 coord, in float scale) {
  return scale * 2. * (coord - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y);
}

// 坐标轴
vec4 AxisHelper(in vec2 coord, in float axisWidth, in vec4 xAxisColor, in vec4 yAxisColor) {
          vec4 color = vec4(0, 0, 0, 0);
          float dx = dFdx(coord.x) * axisWidth;
          float dy = dFdy(coord.y) * axisWidth;
          if(abs(coord.x) < dx) {
            color = yAxisColor;
          } else if(abs(coord.y) < dy) {
            color = xAxisColor;
          }
          return color;
}
        

float SDFSphere(vec3 p){
	return length(p-SPHERE_POS)-SPHERE_RADIUS;
}
vec3 rayDir(vec2 coord){
    return normalize(vec3(coord,0)-CAMERA_POS);
}

// 计算球体的法线
vec3 SDFNormal(in vec3 p) {
  const float h = 0.0001;
  const vec2 k = vec2(1, -1);
  return normalize(k.xyy * SDFSphere(p + k.xyy * h) +
    k.yyx * SDFSphere(p + k.yyx * h) +
    k.yxy * SDFSphere(p + k.yxy * h) +
    k.xxx * SDFSphere(p + k.xxx * h));
}

vec3 calcNormal2(in vec3  p) // for function f(p)
{
    const float h = 0.0001;      // replace by an appropriate value
    #define ZERO (min(iFrame,0)) // non-constant zero
    vec3 n = vec3(0.0);
    for( int i=0; i<4; i++ )
    {
        vec3 e = 0.5773*(2.0*vec3((((i+3)>>1)&1),((i>>1)&1),(i&1))-1.0);
      //  n += e*map(pos+e*h).x;
    }
    return normalize(n);
}
vec3 rayMarch(vec2 coord){
	float d0=0.;
	vec3 rd=rayDir(coord);
	vec3 color=vec3(0);
	for(int i=0;i<MAX_STEPS;i++){
		vec3 p=CAMERA_POS+rd*d0;
		float d1=SDFSphere(p);
		d0+=d1;
		if(d1<0.01){
		   vec3 n=SDFNormal(p);
		   vec3 lightDir=normalize(LIGHT_POS-p);
		   float c=clamp(dot(n,lightDir),0.,1.);
			
		   color=vec3(1,0,0)*c;
		   break;
		}
		if(d0>MAX_DIST){
			break;
		}
	
	}
	
	return color;
}

// 2D Random
float random (vec2 st) {
    return fract(sin(dot(st, vec2(12.9898,78.233)))
                 * 43758.5453123);
}

// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (vec2 st) {
    vec2 i = floor(st);
    vec2 f = fract(st);

    // Four corners in 2D of a tile
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));

    // Smooth Interpolation

    // Cubic Hermine Curve.  Same as SmoothStep()
    vec2 u = f*f*(3.0-2.0*f);
    // u = smoothstep(0.,1.,f);

    // Mix 4 coorners percentages
    return mix(a, b, u.x) +
            (c - a)* u.y * (1.0 - u.x) +
            (d - b) * u.x * u.y;
}
vec2 hash( vec2 p )
{
	p = vec2( dot(p,vec2(127.1,311.7)),
			 dot(p,vec2(269.5,183.3)) );
	return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise12( in vec2 p )
{
	const float K1 = 0.366025404; // (sqrt(3)-1)/2;
	const float K2 = .211324865; // (3-sqrt(3))/6;
	
	vec2 i = floor( p + (p.x+p.y)*K1 );
	
	vec2 a = p - i + (i.x+i.y)*K2;
	vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0);
	vec2 b = a - o + K2;
	vec2 c = a - 1.0 + 2.0*K2;
	
	vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
	
	vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
	
	return dot( n, vec3(70.0) );
}
float fbm(vec2 uv)
{	
	float f;
	mat2 m = mat2( 1.6,  1.2, -1.2,  1.6 );
	f  = 0.5000*noise12( uv ); uv = m*uv;
	f += 0.2500*noise12( uv ); uv = m*uv;
	f += 0.1250*noise12( uv ); uv = m*uv;
	f += 0.0625*noise12( uv ); uv = m*uv;
	f = 0.5 + 0.5*f;
	return f;
}
float segment(vec2 uv,vec2 s,vec2 e,float lineWidth,float b){
  float halfLineWidth=lineWidth*.5;
  vec2 delta=e-s;
  vec2 p=uv-s;
  float t=clamp(dot(p,delta)/dot(delta,delta),0.,1.);
  float dist=length(p-t*delta);

  return 1.-smoothstep(halfLineWidth,halfLineWidth+b,dist);
}
float rect(vec2 uv,vec2 center,vec2 size){
   vec2 d=abs(uv-center)-size;
   return step(length(max(d,0.))+min(max(d.x,d.y),0.),0.);
}
float sdRect(vec2 uv,vec2 p,vec2 size){
    vec2 d=abs(uv-p)-size;
    return length(max(d,0.))+min(max(d.x,d.y),0.);
}
float circle(vec2 uv,vec2 c,float r,float b){
   float len=length(uv-c);
   float bb=b>0.?b*0.5:0.;
   return 1.-smoothstep(r-bb,r+bb,len);
}     
float strokeCircle(vec2 uv,vec2 c,float r,float lineWidth,float b){
   float halfLineWidth=lineWidth*.5;
   float len=length(uv-c);
   float bb=b>0.?b*0.5:0.;
   return smoothstep(r-halfLineWidth-b,r-halfLineWidth,len)-smoothstep(r+halfLineWidth,r+halfLineWidth+bb,len);
}   
float random(float x){
   return abs(fract(143.45454*sin(x)));
}

vec4 color_blend(vec4 source,vec4 dest){
   float ca=source.a+dest.a*(1.-source.a);
  return vec4((source.rgb*source.a+dest.rgb*dest.a*(1.-source.a)),ca);
   //return vec4((source.rgb*source.a+dest.rgb*dest.a*(1.-source.a))/ca,ca);
}

vec4 ripple(vec2 uv,vec2 p,float r,float num,vec3 color){
 vec4 col=vec4(0);
 float lineWidth=r/(num+2.);

 float t=fract(time*0.5);
  for(float i=0.;i<num;i++){
	float ratio=(i+1.)/num;
	float ct=(t+ratio)>1.?(t+ratio)-1.:t+ratio;
	float cr=r*ct;
	float alpha=1.-ct;
	float ret=strokeCircle(uv,p,r+cr,lineWidth,0.);
	 if(ret>0.){
	  col=ret*color_blend(vec4(color,alpha),col);
	}  
	//col+=vec4(color.rgb,alpha)*ret;	
  }
	
  if(circle(uv,p,r*0.5,0.2)>0.){
	col=color_blend(vec4(color,1),col);
  }
  //col+=vec4(color.rgb,1.)*circle(uv,vec2(0),r*0.8,0.);
   return col;
}

vec4 ring(vec2 uv,vec2 p,float r,float num,vec3 color){
  vec4 col=vec4(0);
  float t=fract(time*0.2544);

  for(float i=0.;i<num;i++){
    float ratio=(i+1.)/num;
    float ct=(t+ratio)>1.?(t+ratio)-1.:t+ratio;
    float cr=r*ct;
    float alpha=1.-ct;
    float ret=circle(uv,p,r+cr,0.);
       if(ret>0.){
        col=ret*color_blend(vec4(color,alpha),col);
       // col.rgb=col.rgb*col.a;
      }
  }
  return col;
}
mat3 setCamera(vec3 ro, vec3 target, float cr) {
    vec3 z = normalize(target - ro);
    vec3 up = normalize(vec3(sin(cr), cos(cr), 0));
    vec3 x = cross(z, up);
    vec3 y = cross(x, z);
    return mat3(x, y, z);
}

vec4 scenery(vec2 uv,vec2 p,float r,float num){
  vec4 col=vec4(0);
  float t=fract(time);

  vec2 n = p;
   vec2 pos;
  float rd=sdRect(uv,p,vec2(r));
  if(rd<0.){
    vec2 m=((uv-p)+r)*2.-1.;  
 //   m.x+=time;
 
    float d=length(m);
   
    if(m.y<0.2){
       vec3 origin=vec3(10,1,100);
       mat3 mat=lookAt(origin,vec3(0,-1,0));
       vec3 dir=mat*vec3(m,-1);
       dir.z*=40.;
       vec2 k=origin.xz+dir.xz*(10.-origin.y)/dir.y;
       float a=noise(0.1*k+time);
       col.rgb+=mix(vec3(0.3,0.7,1),vec3(0,0.6,0.9),smoothstep(0.4,0.8,a));
       col.rgb+=0.3*vec3(1)*smoothstep(1.,0.,length(dir.xy));
    } 
    else if(abs(m.y-0.3*noise(m*2.))<0.2){
      col.rgb=vec3(.2);
    }else{
       vec3 origin=vec3(0,1.,2);
       mat3 mat=lookAt(origin,vec3(0,.6,0));
       vec3 dir=mat*vec3(m,-1);
       vec2 k=origin.xz+dir.xz*(100.-origin.y)/dir.y;
    

       float a=fbm(0.01*k+time*0.02);
       vec3 c1=mix(vec3(0.2,0.7,1),vec3(1),smoothstep(0.3,1.,a*step(0.,m.y-0.2)));
 
       col.rgb=c1+vec3(1)*smoothstep(1.,0.,length(m));
   

      if(dir.z<0.){
          //col.rgb=vec3(1,0,0);
      }
    }

  }
	
   return col;
}

#define PI2 3.1415926*2.
vec4 radar(vec2 uv,vec2 p,float r,float num,vec3 color){
  vec4 col=vec4(0);
  vec2 p2=uv-p;
  float t=fract(time*0.2);
  float dx=dFdx(uv.x);
  float lw=dx*3.; 
  float theta=t*PI2;
  vec2 scan=p+vec2(cos(theta),sin(theta))*(r-lw);
  col+=vec4(1)*strokeCircle(uv,p,r,lw,0.);
  col+=vec4(1)*strokeCircle(uv,p,r*0.66,lw,0.);
  col+=vec4(1)*strokeCircle(uv,p,r*0.33,lw,0.);
  col+=vec4(1)*segment(uv,vec2(p.x-r,p.y),vec2(p.x+r,p.y),lw,0.);
  col+=vec4(1)*segment(uv,vec2(p.x,p.y-r),vec2(p.x,p.y+r),lw,0.);

  float t2=segment(uv,p,scan,lw,0.);
  float gradient=0.;
  if (length(p2)<r){
    float angle = mod( theta - atan(p2.y, p2.x),PI2);
    gradient =sqrt(clamp(1. - angle, 0., 1.)*0.5);
  }
  t2=gradient + t2;
  if(t2>0.){
      col=vec4(color*t2,1.);
  }	
  return col;
}

void mainImage(out vec4 fragColor,vec2 fragCoord){
   vec2 uv=projectionCoord(fragCoord,1.);
  uv*=2.; 
  vec4 color = vec4(0);
 // color.rgb+=vec3(1,0,0)*segment(uv,vec2(0,1.5),vec2(2.,1.5),0.4,0.2);
  color+=ripple(uv,vec2(-1.2,0),0.3,3.,mix(vec3(1.,0,0),vec3(1,0,1),abs(sin(time))));	
  color+=scenery(uv,vec2(0),0.6,4.);
  color+=ring(uv,vec2(1.2,0),0.3,4.,mix(vec3(1.,1,0),vec3(0,1,1),abs(sin(time))));
  color+=radar(uv,vec2(2.5,0),0.45,4.,vec3(1,0,1));
  
  fragColor = color;
  
}
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