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| 1 | +#include <flutter/runtime_effect.glsl> |
| 2 | + |
| 3 | +precision highp float; |
| 4 | + |
| 5 | +uniform vec2 uSize; |
| 6 | +uniform float time; |
| 7 | +uniform vec3 uBgColor; // sRGB space input |
| 8 | + |
| 9 | +// Plane shape uniforms |
| 10 | +uniform float uPlaneOffset; |
| 11 | +uniform float uFurThickness; |
| 12 | + |
| 13 | +// Fur pattern uniforms |
| 14 | +uniform float uFurNoiseStrength; |
| 15 | +uniform float uFurNoiseScale; // Controls hair fineness (higher = thinner hairs) |
| 16 | +uniform float uFurWaveAmplitude; |
| 17 | +uniform float uFurWaveFreqX; |
| 18 | +uniform float uFurWaveFreqY; |
| 19 | +uniform float uFurAnimationSpeed; |
| 20 | + |
| 21 | +// Key light uniforms |
| 22 | +uniform vec3 uKeyLightDir; |
| 23 | +uniform vec3 uKeyLightColor; |
| 24 | +uniform float uKeyLightIntensity; |
| 25 | + |
| 26 | +// Fill light uniforms |
| 27 | +uniform vec3 uFillLightDir; |
| 28 | +uniform vec3 uFillLightColor; |
| 29 | +uniform float uFillLightIntensity; |
| 30 | + |
| 31 | +// Rim/back light uniforms |
| 32 | +uniform vec3 uRimLightDir; |
| 33 | +uniform vec3 uRimLightColor; |
| 34 | +uniform float uRimLightIntensity; |
| 35 | + |
| 36 | +// Fur color uniform |
| 37 | +uniform vec3 uFurColor; |
| 38 | + |
| 39 | +// Gradient epsilon uniform |
| 40 | +uniform float uGradientEps; |
| 41 | + |
| 42 | +// Wavelet parameter uniforms |
| 43 | +uniform float uWaveletSpeed; |
| 44 | +uniform float uWaveletFreq; |
| 45 | +uniform float uWaveletAmplitude; |
| 46 | +uniform float uWaveletDecay; |
| 47 | +uniform float uWaveletWidth; |
| 48 | + |
| 49 | +// Click/wavelet uniforms |
| 50 | +uniform float uClickCount; |
| 51 | +uniform vec2 uClickPos0; |
| 52 | +uniform vec2 uClickPos1; |
| 53 | +uniform vec2 uClickPos2; |
| 54 | +uniform vec2 uClickPos3; |
| 55 | +uniform vec2 uClickPos4; |
| 56 | +uniform float uClickTime0; |
| 57 | +uniform float uClickTime1; |
| 58 | +uniform float uClickTime2; |
| 59 | +uniform float uClickTime3; |
| 60 | +uniform float uClickTime4; |
| 61 | + |
| 62 | +out vec4 fragColor; |
| 63 | + |
| 64 | +#define V vec3 |
| 65 | + |
| 66 | +// ============ sRGB CONVERSION ============ |
| 67 | + |
| 68 | +// sRGB to linear (for lighting calculations) |
| 69 | +V srgbToLinear(V srgb) { |
| 70 | + return pow(srgb, V(2.2)); |
| 71 | +} |
| 72 | + |
| 73 | +// Linear to sRGB (for output) |
| 74 | +V linearToSrgb(V linear) { |
| 75 | + return pow(max(linear, V(0.0)), V(1.0 / 2.2)); |
| 76 | +} |
| 77 | + |
| 78 | +// ============ CONFIGURATION ============ |
| 79 | + |
| 80 | +// Lighting - fixed parameters |
| 81 | +const float LIGHT_INITIAL = 5.0; |
| 82 | +const float LIGHT_ABSORPTION = 3.0; |
| 83 | +const float ALPHA_MULTIPLIER = 2.0; |
| 84 | + |
| 85 | +// Front light: from camera position |
| 86 | +const float FRONT_INTENSITY = 0.35; |
| 87 | +const V FRONT_COLOR = V(1.0, 0.98, 0.95); |
| 88 | + |
| 89 | +// Ambient (relative to background color) |
| 90 | +const float AMBIENT_STRENGTH = 0.6; |
| 91 | + |
| 92 | +// Raymarching |
| 93 | +const float RAY_STEP = 0.025; |
| 94 | +const int RAY_STEPS = 64; |
| 95 | +const float CAMERA_DISTANCE = 3.0; |
| 96 | + |
| 97 | +// ============ PROCEDURAL NOISE ============ |
| 98 | + |
| 99 | +float hash21(vec2 p) { |
| 100 | + vec3 p3 = fract(vec3(p.xyx) * 0.1031); |
| 101 | + p3 += dot(p3, p3.yzx + 33.33); |
| 102 | + return fract((p3.x + p3.y) * p3.z); |
| 103 | +} |
| 104 | + |
| 105 | +float proceduralNoise(vec2 p) { |
| 106 | + vec2 i = floor(p); |
| 107 | + vec2 f = fract(p); |
| 108 | + vec2 u = f * f * (3.0 - 2.0 * f); |
| 109 | + |
| 110 | + float a = hash21(i); |
| 111 | + float b = hash21(i + vec2(1.0, 0.0)); |
| 112 | + float c = hash21(i + vec2(0.0, 1.0)); |
| 113 | + float d = hash21(i + vec2(1.0, 1.0)); |
| 114 | + |
| 115 | + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); |
| 116 | +} |
| 117 | + |
| 118 | +// ============ SHADER CODE ============ |
| 119 | + |
| 120 | +// Signed distance function for the plane half-space. |
| 121 | +// The solid region is z > planeZ (behind the plane). |
| 122 | +// Fur grows toward the camera (in -z direction) from the plane surface. |
| 123 | +// Returns: positive in front of plane (toward camera), negative behind. |
| 124 | +float sdPlane(float pz) { |
| 125 | + return -uPlaneOffset - pz; |
| 126 | +} |
| 127 | + |
| 128 | +// Calculate wavelet displacement from a single click (3D version) |
| 129 | +float wavelet(V pos, vec2 clickPos, float clickTime) { |
| 130 | + if (clickTime <= 0.0) return 0.0; |
| 131 | + float decay = exp(-clickTime * uWaveletDecay); |
| 132 | + if (decay < 0.001) return 0.0; |
| 133 | + |
| 134 | + vec2 dxy = pos.xy - clickPos; |
| 135 | + float dist = sqrt(dxy.x * dxy.x + dxy.y * dxy.y + pos.z * pos.z); |
| 136 | + float waveRadius = clickTime * uWaveletSpeed; |
| 137 | + |
| 138 | + float ringDist = abs(dist - waveRadius); |
| 139 | + if (ringDist > uWaveletWidth) return 0.0; |
| 140 | + float ring = 1.0 - ringDist / uWaveletWidth; |
| 141 | + |
| 142 | + float wave = sin(dist * uWaveletFreq - waveRadius * uWaveletFreq); |
| 143 | + |
| 144 | + return wave * ring * decay * uWaveletAmplitude; |
| 145 | +} |
| 146 | + |
| 147 | +// Calculate total wavelet displacement from all clicks |
| 148 | +float totalWavelet(V pos) { |
| 149 | + int clicks = int(uClickCount); |
| 150 | + if (clicks == 0) return 0.0; |
| 151 | + |
| 152 | + float total = wavelet(pos, uClickPos0, uClickTime0); |
| 153 | + if (clicks == 1) return total; |
| 154 | + total += wavelet(pos, uClickPos1, uClickTime1); |
| 155 | + if (clicks == 2) return total; |
| 156 | + total += wavelet(pos, uClickPos2, uClickTime2); |
| 157 | + if (clicks == 3) return total; |
| 158 | + total += wavelet(pos, uClickPos3, uClickTime3); |
| 159 | + if (clicks == 4) return total; |
| 160 | + total += wavelet(pos, uClickPos4, uClickTime4); |
| 161 | + |
| 162 | + return total; |
| 163 | +} |
| 164 | + |
| 165 | +// Base shape + noise (for gradient - gives fur strand detail) |
| 166 | +float fForGradient(V p) { |
| 167 | + float baseShape = uFurThickness - sdPlane(p.z); |
| 168 | + float furNoise = uFurNoiseStrength * proceduralNoise(p.xy * uFurNoiseScale); |
| 169 | + float furWave = uFurWaveAmplitude * sin( |
| 170 | + sin(uFurWaveFreqX * p.x) + |
| 171 | + uFurWaveFreqY * p.y + |
| 172 | + uFurAnimationSpeed * time |
| 173 | + ); |
| 174 | + return baseShape - furNoise - furWave; |
| 175 | +} |
| 176 | + |
| 177 | +// Full density function for the furry plane |
| 178 | +float f(V p, float waveletDisp) { |
| 179 | + return max(0.0, fForGradient(p) + waveletDisp); |
| 180 | +} |
| 181 | + |
| 182 | +// Gradient using forward differences (3 samples instead of 6) |
| 183 | +V fastGradient(V p) { |
| 184 | + float center = fForGradient(p); |
| 185 | + return V( |
| 186 | + center - fForGradient(p + V(uGradientEps, 0.0, 0.0)), |
| 187 | + center - fForGradient(p + V(0.0, uGradientEps, 0.0)), |
| 188 | + center - fForGradient(p + V(0.0, 0.0, uGradientEps)) |
| 189 | + ); |
| 190 | +} |
| 191 | + |
| 192 | +// Compute wavelet gradient contribution (for visible ripple effect) |
| 193 | +V waveletGradient(V p) { |
| 194 | + float center = totalWavelet(p); |
| 195 | + return V( |
| 196 | + center - totalWavelet(p + V(uGradientEps, 0.0, 0.0)), |
| 197 | + center - totalWavelet(p + V(0.0, uGradientEps, 0.0)), |
| 198 | + center - totalWavelet(p + V(0.0, 0.0, uGradientEps)) |
| 199 | + ); |
| 200 | +} |
| 201 | + |
| 202 | +void main() { |
| 203 | + vec2 fragCoord = FlutterFragCoord().xy; |
| 204 | + |
| 205 | + // Convert background color from sRGB to linear for lighting calculations |
| 206 | + V bgLinear = srgbToLinear(uBgColor); |
| 207 | + |
| 208 | + float minDim = min(uSize.x, uSize.y); |
| 209 | + float invMinDim = 1.0 / minDim; |
| 210 | + |
| 211 | + // Normalize light directions (hoisted outside loop) |
| 212 | + V keyDir = normalize(uKeyLightDir); |
| 213 | + V fillDir = normalize(uFillLightDir); |
| 214 | + V rimDir = normalize(uRimLightDir); |
| 215 | + |
| 216 | + // Pre-compute rim color blend with background |
| 217 | + V rimColorLinear = mix(uRimLightColor, bgLinear, 0.5); |
| 218 | + |
| 219 | + // Pre-compute ambient |
| 220 | + V ambient = bgLinear * AMBIENT_STRENGTH; |
| 221 | + |
| 222 | + // Ray setup |
| 223 | + vec2 uv = (fragCoord - 0.5 * uSize) * invMinDim; |
| 224 | + V rayDir = V(uv, 1.0); |
| 225 | + V rayPos = rayDir * 2.3 - V(0.0, 0.0, CAMERA_DISTANCE); |
| 226 | + V rayStep = rayDir * RAY_STEP; |
| 227 | + |
| 228 | + // Light accumulator (for self-shadowing within fur) |
| 229 | + V lightAccum = V(LIGHT_INITIAL); |
| 230 | + |
| 231 | + // Volumetric compositing |
| 232 | + V accumulatedColor = V(0.0); |
| 233 | + float transmittance = 1.0; |
| 234 | + |
| 235 | + // Raymarching loop |
| 236 | + for (int i = 0; i < RAY_STEPS; i++) { |
| 237 | + // March forward |
| 238 | + rayPos += rayStep; |
| 239 | + |
| 240 | + // Calculate wavelet once per step, reuse for density |
| 241 | + float waveletDisp = totalWavelet(rayPos); |
| 242 | + float density = f(rayPos, waveletDisp); |
| 243 | + |
| 244 | + // Attenuate light through fur (for self-shadowing) |
| 245 | + lightAccum *= uFurColor - density / LIGHT_ABSORPTION; |
| 246 | + |
| 247 | + // Compute gradient: base shape + wavelet contribution for visible ripples |
| 248 | + V gradient = fastGradient(rayPos); |
| 249 | + |
| 250 | + // Only compute wavelet gradient when there are active clicks |
| 251 | + if (uClickCount > 0.0) { |
| 252 | + gradient += waveletGradient(rayPos); |
| 253 | + } |
| 254 | + |
| 255 | + // Surface brightness from gradient magnitude |
| 256 | + float gradMag = length(gradient); |
| 257 | + V normal = normalize(gradient + 0.001); |
| 258 | + |
| 259 | + // Cache normalized ray position and view direction |
| 260 | + V rayPosNorm = normalize(rayPos); |
| 261 | + V viewDir = -rayPosNorm; |
| 262 | + |
| 263 | + // Four-point lighting calculation |
| 264 | + // Key light (with shadow occlusion) |
| 265 | + float keyDiffuse = max(0.0, dot(normal, keyDir)); |
| 266 | + float keyShadow = smoothstep(-0.3, 0.5, dot(rayPosNorm, keyDir)); |
| 267 | + V keyContrib = uKeyLightColor * (uKeyLightIntensity * keyDiffuse * keyShadow); |
| 268 | + |
| 269 | + // Front light (from camera position) |
| 270 | + float NdotV = max(0.0, dot(normal, viewDir)); |
| 271 | + V frontContrib = FRONT_COLOR * (FRONT_INTENSITY * NdotV); |
| 272 | + |
| 273 | + // Fill light (softer, less shadow) |
| 274 | + float fillDiffuse = max(0.0, dot(normal, fillDir)); |
| 275 | + float fillShadow = 0.5 + 0.5 * smoothstep(-0.5, 0.3, dot(rayPosNorm, fillDir)); |
| 276 | + V fillContrib = uFillLightColor * (uFillLightIntensity * fillDiffuse * fillShadow); |
| 277 | + |
| 278 | + // Back/rim light |
| 279 | + float oneMinusNdotV = 1.0 - NdotV; |
| 280 | + float rim = oneMinusNdotV * oneMinusNdotV; |
| 281 | + float backDiffuse = max(0.0, dot(normal, rimDir)); |
| 282 | + float rimShadow = smoothstep(-0.3, 0.5, dot(rayPosNorm, rimDir)); |
| 283 | + V backContrib = rimColorLinear * (uRimLightIntensity * rim * (0.5 + 0.5 * backDiffuse) * rimShadow); |
| 284 | + |
| 285 | + // Combine all lights with ambient |
| 286 | + V totalLight = ambient + keyContrib + frontContrib + fillContrib + backContrib; |
| 287 | + |
| 288 | + // Opacity for this sample |
| 289 | + float densityOpacity = density * ALPHA_MULTIPLIER * 0.5; |
| 290 | + float strandOpacity = gradMag * ALPHA_MULTIPLIER * 0.15 * step(0.001, density); |
| 291 | + float sampleOpacity = clamp(max(densityOpacity, strandOpacity), 0.0, 1.0); |
| 292 | + |
| 293 | + // Color contribution from this sample |
| 294 | + V sampleColor = lightAccum * totalLight; |
| 295 | + |
| 296 | + // Front-to-back compositing |
| 297 | + accumulatedColor += transmittance * sampleOpacity * sampleColor; |
| 298 | + |
| 299 | + // Reduce transmittance |
| 300 | + transmittance *= (1.0 - sampleOpacity); |
| 301 | + |
| 302 | + // Early termination when nearly opaque |
| 303 | + if (transmittance < 0.01) break; |
| 304 | + } |
| 305 | + |
| 306 | + // Tone map the accumulated fur color |
| 307 | + V furToneMapped = accumulatedColor / (1.0 + accumulatedColor); |
| 308 | + |
| 309 | + // Composite with background |
| 310 | + V finalLinear = furToneMapped + bgLinear * transmittance; |
| 311 | + |
| 312 | + // Convert from linear to sRGB for output |
| 313 | + fragColor = vec4(linearToSrgb(finalLinear), 1.0); |
| 314 | +} |
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