visual studio code安装shadertoy特效环境
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visual studio code安装shadertoy特效环境
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vscode安裝shadertoy特效環境搭建教程
- visual studio code安裝shadertoy特效環境搭建教程
- shadertoy介紹
- 搭建shadertoy環境
- 下載拓展插件
- GLSL-Linter庫的配置
- 最后解決vscode報錯問題
- 測試
- 介紹shadertoy玩具
visual studio code安裝shadertoy特效環境搭建教程
介紹: 由于目前vs code集成shadertoy的教程較少并且沒有那么的全面,于是出一期這樣的教程。
shadertoy介紹
shadertoy可以說是shader玩具。正常我們在渲染一個shader效果的的時候通常需要使用某一個語言來驅動shader腳本,就需要花費一定搭建渲染框架的時間;shadertoy則是一款玩具,只需要編寫一個glsl腳本即可渲染。
搭建shadertoy環境
首先,你需要下載vscode和vscode glsl的依賴包;在這里作者提供一個win64的包,提取碼為2hh3。
下載拓展插件
如圖所示:
其中HLSL perview是用來在vscode中運行shadertoy的。如果達不到想要的效果,那么就全部install下來!!
GLSL-Linter庫的配置
vscode > preferences > settings > Extensions下進行操作。
最后解決vscode報錯問題
vscode > preferences > User snippets下進行操作。
輸入glsl.json查找到文件,替換如下文本:
如圖:
測試
vscode > file > newfile下操作,ctrl+s保存為test.glsl。輸入以下代碼:
// Created by inigo quilez - iq/2019 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // // // An animation test - a happy and blobby creature jumping and // looking around. It gets off-model very often, but it looks // good enough I think. // // Making of and related math/shader/art explanations (6 hours // long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q // // Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ#define AA 1//------------------------------------------------------------------// http://iquilezles.org/www/articles/smin/smin.htm float smin( float a, float b, float k ) {float h = max(k-abs(a-b),0.0);return min(a, b) - h*h*0.25/k; }// http://iquilezles.org/www/articles/smin/smin.htm vec2 smin( vec2 a, vec2 b, float k ) {float h = clamp( 0.5+0.5*(b.x-a.x)/k, 0.0, 1.0 );return mix( b, a, h ) - k*h*(1.0-h); }// http://iquilezles.org/www/articles/smin/smin.htm float smax( float a, float b, float k ) {float h = max(k-abs(a-b),0.0);return max(a, b) + h*h*0.25/k; }// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdSphere( vec3 p, float s ) {return length(p)-s; }// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdEllipsoid( in vec3 p, in vec3 r ) // approximated {float k0 = length(p/r);float k1 = length(p/(r*r));return k0*(k0-1.0)/k1; }vec2 sdStick(vec3 p, vec3 a, vec3 b, float r1, float r2) // approximated {vec3 pa = p-a, ba = b-a;float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );return vec2( length( pa - ba*h ) - mix(r1,r2,h*h*(3.0-2.0*h)), h ); }// http://iquilezles.org/www/articles/smin/smin.htm vec4 opU( vec4 d1, vec4 d2 ) {return (d1.x<d2.x) ? d1 : d2; }//------------------------------------------------------------------#define ZERO (min(iFrame,0))//------------------------------------------------------------------float href; float hsha;vec4 map( in vec3 pos, float atime ) {hsha = 1.0;float t1 = fract(atime);float t4 = abs(fract(atime*0.5)-0.5)/0.5;float p = 4.0*t1*(1.0-t1);float pp = 4.0*(1.0-2.0*t1); // derivative of pvec3 cen = vec3( 0.5*(-1.0 + 2.0*t4),pow(p,2.0-p) + 0.1,floor(atime) + pow(t1,0.7) -1.0 );// bodyvec2 uu = normalize(vec2( 1.0, -pp ));vec2 vv = vec2(-uu.y, uu.x);float sy = 0.5 + 0.5*p;float compress = 1.0-smoothstep(0.0,0.4,p);sy = sy*(1.0-compress) + compress;float sz = 1.0/sy;vec3 q = pos - cen;float rot = -0.25*(-1.0 + 2.0*t4);float rc = cos(rot);float rs = sin(rot);q.xy = mat2x2(rc,rs,-rs,rc)*q.xy;vec3 r = q;href = q.y;q.yz = vec2( dot(uu,q.yz), dot(vv,q.yz) );vec4 res = vec4( sdEllipsoid( q, vec3(0.25, 0.25*sy, 0.25*sz) ), 2.0, 0.0, 1.0 );if( res.x-1.0 < pos.y ) // bounding volume{float t2 = fract(atime+0.8);float p2 = 0.5-0.5*cos(6.2831*t2);r.z += 0.05-0.2*p2;r.y += 0.2*sy-0.2;vec3 sq = vec3( abs(r.x), r.yz );// headvec3 h = r;float hr = sin(0.791*atime);hr = 0.7*sign(hr)*smoothstep(0.5,0.7,abs(hr));h.xz = mat2x2(cos(hr),sin(hr),-sin(hr),cos(hr))*h.xz;vec3 hq = vec3( abs(h.x), h.yz );float d = sdEllipsoid( h-vec3(0.0,0.20,0.02), vec3(0.08,0.2,0.15) );float d2 = sdEllipsoid( h-vec3(0.0,0.21,-0.1), vec3(0.20,0.2,0.20) );d = smin( d, d2, 0.1 );res.x = smin( res.x, d, 0.1 );// belly wrinkles{float yy = r.y-0.02-2.5*r.x*r.x;res.x += 0.001*sin(yy*120.0)*(1.0-smoothstep(0.0,0.1,abs(yy)));}// arms{vec2 arms = sdStick( sq, vec3(0.18-0.06*hr*sign(r.x),0.2,-0.05), vec3(0.3+0.1*p2,-0.2+0.3*p2,-0.15), 0.03, 0.06 );res.xz = smin( res.xz, arms, 0.01+0.04*(1.0-arms.y)*(1.0-arms.y)*(1.0-arms.y) );}// ears{float t3 = fract(atime+0.9);float p3 = 4.0*t3*(1.0-t3);vec2 ear = sdStick( hq, vec3(0.15,0.32,-0.05), vec3(0.2+0.05*p3,0.2+0.2*p3,-0.07), 0.01, 0.04 );res.xz = smin( res.xz, ear, 0.01 );}// mouth{d = sdEllipsoid( h-vec3(0.0,0.15+4.0*hq.x*hq.x,0.15), vec3(0.1,0.04,0.2) );res.w = 0.3+0.7*clamp( d*150.0,0.0,1.0);res.x = smax( res.x, -d, 0.03 );}// legs{float t6 = cos(6.2831*(atime*0.5+0.25));float ccc = cos(1.57*t6*sign(r.x));float sss = sin(1.57*t6*sign(r.x));vec3 base = vec3(0.12,-0.07,-0.1); base.y -= 0.1/sy;vec2 legs = sdStick( sq, base, base + vec3(0.2,-ccc,sss)*0.2, 0.04, 0.07 );res.xz = smin( res.xz, legs, 0.07 );}// eye{float blink = pow(0.5+0.5*sin(2.1*iTime),20.0);float eyeball = sdSphere(hq-vec3(0.08,0.27,0.06),0.065+0.02*blink);res.x = smin( res.x, eyeball, 0.03 );vec3 cq = hq-vec3(0.1,0.34,0.08);cq.xy = mat2x2(0.8,0.6,-0.6,0.8)*cq.xy;d = sdEllipsoid( cq, vec3(0.06,0.03,0.03) );res.x = smin( res.x, d, 0.03 );float eo = 1.0-0.5*smoothstep(0.01,0.04,length((hq.xy-vec2(0.095,0.285))*vec2(1.0,1.1)));res = opU( res, vec4(sdSphere(hq-vec3(0.08,0.28,0.08),0.060),3.0,0.0,eo));res = opU( res, vec4(sdSphere(hq-vec3(0.075,0.28,0.102),0.0395),4.0,0.0,1.0));}}// groundfloat fh = -0.1 - 0.05*(sin(pos.x*2.0)+sin(pos.z*2.0));float t5 = fract(atime+0.05);float k = length(pos.xz-cen.xz);float tt = t5*15.0-6.2831 - k*3.0;fh -= 0.1*exp(-k*k)*sin(tt)*exp(-max(tt,0.0)/2.0)*smoothstep(0.0,0.01,t5);float d = pos.y - fh;// bubbles{vec3 vp = vec3( mod(abs(pos.x),3.0)-1.5,pos.y,mod(pos.z+1.5,3.0)-1.5);vec2 id = vec2( floor(pos.x/3.0), floor((pos.z+1.5)/3.0) );float fid = id.x*11.1 + id.y*31.7;float fy = fract(fid*1.312+atime*0.1);float y = -1.0+4.0*fy;vec3 rad = vec3(0.7,1.0+0.5*sin(fid),0.7);rad -= 0.1*(sin(pos.x*3.0)+sin(pos.y*4.0)+sin(pos.z*5.0)); float siz = 4.0*fy*(1.0-fy);float d2 = sdEllipsoid( vp-vec3(0.5,y,0.0), siz*rad );d2 -= 0.03*smoothstep(-1.0,1.0,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z));d2 *= 0.6;d2 = min(d2,2.0);d = smin( d, d2, 0.32 );if( d<res.x ) { res = vec4(d,1.0,0.0,1.0); hsha=sqrt(siz); }}// candy{float fs = 5.0;vec3 qos = fs*vec3(pos.x, pos.y-fh, pos.z );vec2 id = vec2( floor(qos.x+0.5), floor(qos.z+0.5) );vec3 vp = vec3( fract(qos.x+0.5)-0.5,qos.y,fract(qos.z+0.5)-0.5);vp.xz += 0.1*cos( id.x*130.143 + id.y*120.372 + vec2(0.0,2.0) );float den = sin(id.x*0.1+sin(id.y*0.091))+sin(id.y*0.1);float fid = id.x*0.143 + id.y*0.372;float ra = smoothstep(0.0,0.1,den*0.1+fract(fid)-0.95);d = sdSphere( vp, 0.35*ra )/fs;if( d<res.x ) res = vec4(d,5.0,qos.y,1.0);}return res; }vec4 castRay( in vec3 ro, in vec3 rd, float time ) {vec4 res = vec4(-1.0,-1.0,0.0,1.0);float tmin = 0.5;float tmax = 20.0;#if 1// raytrace bounding planefloat tp = (3.5-ro.y)/rd.y;if( tp>0.0 ) tmax = min( tmax, tp );#endif float t = tmin;for( int i=0; i<256 && t<tmax; i++ ){vec4 h = map( ro+rd*t, time );if( abs(h.x)<(0.0005*t) ){ res = vec4(t,h.yzw); break;}t += h.x;}return res; }// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm float calcSoftshadow( in vec3 ro, in vec3 rd, float time ) {float res = 1.0;float tmax = 12.0;#if 1float tp = (3.5-ro.y)/rd.y; // raytrace bounding planeif( tp>0.0 ) tmax = min( tmax, tp );#endif float t = 0.02;for( int i=0; i<50; i++ ){float h = map( ro + rd*t, time ).x;res = min( res, mix(1.0,16.0*h/t, hsha) );t += clamp( h, 0.05, 0.40 );if( res<0.005 || t>tmax ) break;}return clamp( res, 0.0, 1.0 ); }// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm vec3 calcNormal( in vec3 pos, float time ) {#if 0vec2 e = vec2(1.0,-1.0)*0.5773*0.001;return normalize( e.xyy*map( pos + e.xyy, time ).x + e.yyx*map( pos + e.yyx, time ).x + e.yxy*map( pos + e.yxy, time ).x + e.xxx*map( pos + e.xxx, time ).x ); #else// inspired by klems - a way to prevent the compiler from inlining map() 4 timesvec3 n = vec3(0.0);for( int i=ZERO; 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+0.001*e,time).x;}return normalize(n); #endif }float calcOcclusion( in vec3 pos, in vec3 nor, float time ) {float occ = 0.0;float sca = 1.0;for( int i=ZERO; i<5; i++ ){float h = 0.01 + 0.11*float(i)/4.0;vec3 opos = pos + h*nor;float d = map( opos, time ).x;occ += (h-d)*sca;sca *= 0.95;}return clamp( 1.0 - 2.0*occ, 0.0, 1.0 ); }vec3 render( in vec3 ro, in vec3 rd, float time ) { // sky domevec3 col = vec3(0.5, 0.8, 0.9) - max(rd.y,0.0)*0.5;// sky cloudsvec2 uv = 1.5*rd.xz/rd.y;float cl = 1.0*(sin(uv.x)+sin(uv.y)); uv *= mat2(0.8,0.6,-0.6,0.8)*2.1;cl += 0.5*(sin(uv.x)+sin(uv.y));col += 0.1*(-1.0+2.0*smoothstep(-0.1,0.1,cl-0.4));// sky horizoncol = mix( col, vec3(0.5, 0.7, .9), exp(-10.0*max(rd.y,0.0)) ); // scene geometryvec4 res = castRay(ro,rd, time);if( res.y>-0.5 ){float t = res.x;vec3 pos = ro + t*rd;vec3 nor = calcNormal( pos, time );vec3 ref = reflect( rd, nor );float focc = res.w;// material col = vec3(0.2);float ks = 1.0;if( res.y>4.5 ) // candy{ col = vec3(0.14,0.048,0.0); vec2 id = floor(5.0*pos.xz+0.5);col += 0.036*cos((id.x*11.1+id.y*37.341) + vec3(0.0,1.0,2.0) );col = max(col,0.0);focc = clamp(4.0*res.z,0.0,1.0);}else if( res.y>3.5 ) // eyeball{ col = vec3(0.0);} else if( res.y>2.5 ) // iris{ col = vec3(0.4);} else if( res.y>1.5 ) // body{ col = mix(vec3(0.144,0.09,0.0036),vec3(0.36,0.1,0.04),res.z*res.z);col = mix(col,vec3(0.14,0.09,0.06)*2.0, (1.0-res.z)*smoothstep(-0.15, 0.15, -href));}else // terrain{// base green col = vec3(0.05,0.09,0.02);float f = 0.2*(-1.0+2.0*smoothstep(-0.2,0.2,sin(18.0*pos.x)+sin(18.0*pos.y)+sin(18.0*pos.z)));col += f*vec3(0.06,0.06,0.02);ks = 0.5 + pos.y*0.15;// footprints vec2 mp = vec2(pos.x-0.5*(mod(floor(pos.z+0.5),2.0)*2.0-1.0), fract(pos.z+0.5)-0.5 );float mark = 1.0-smoothstep(0.1, 0.5, length(mp));mark *= smoothstep(0.0, 0.1, floor(time) - floor(pos.z+0.5) );col *= mix( vec3(1.0), vec3(0.5,0.5,0.4), mark );ks *= 1.0-0.5*mark;}// lighting (sun, sky, bounce, back, sss)float occ = calcOcclusion( pos, nor, time )*focc;float fre = clamp(1.0+dot(nor,rd),0.0,1.0);vec3 sun_lig = normalize( vec3(0.6, 0.35, 0.5) );float sun_dif = clamp(dot( nor, sun_lig ), 0.0, 1.0 );vec3 sun_hal = normalize( sun_lig-rd );float sun_sha = calcSoftshadow( pos, sun_lig, time );float sun_spe = ks*pow(clamp(dot(nor,sun_hal),0.0,1.0),8.0)*sun_dif*(0.04+0.96*pow(clamp(1.0+dot(sun_hal,rd),0.0,1.0),5.0));float sky_dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));float sky_spe = ks*smoothstep( 0.0, 0.5, ref.y )*(0.04+0.96*pow(fre,4.0));float bou_dif = sqrt(clamp( 0.1-0.9*nor.y, 0.0, 1.0 ))*clamp(1.0-0.1*pos.y,0.0,1.0);float bac_dif = clamp(0.1+0.9*dot( nor, normalize(vec3(-sun_lig.x,0.0,-sun_lig.z))), 0.0, 1.0 );float sss_dif = fre*sky_dif*(0.25+0.75*sun_dif*sun_sha);vec3 lin = vec3(0.0);lin += sun_dif*vec3(8.10,6.00,4.20)*vec3(sun_sha,sun_sha*sun_sha*0.5+0.5*sun_sha,sun_sha*sun_sha);lin += sky_dif*vec3(0.50,0.70,1.00)*occ;lin += bou_dif*vec3(0.20,0.70,0.10)*occ;lin += bac_dif*vec3(0.45,0.35,0.25)*occ;lin += sss_dif*vec3(3.25,2.75,2.50)*occ;col = col*lin;col += sun_spe*vec3(9.90,8.10,6.30)*sun_sha;col += sky_spe*vec3(0.20,0.30,0.65)*occ*occ;col = pow(col,vec3(0.8,0.9,1.0) );// fogcol = mix( col, vec3(0.5,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );}return col; }mat3 setCamera( in vec3 ro, in vec3 ta, float cr ) {vec3 cw = normalize(ta-ro);vec3 cp = vec3(sin(cr), cos(cr),0.0);vec3 cu = normalize( cross(cw,cp) );vec3 cv = ( cross(cu,cw) );return mat3( cu, cv, cw ); }void mainImage( out vec4 fragColor, in vec2 fragCoord ) {vec3 tot = vec3(0.0); #if AA>1for( int m=ZERO; m<AA; m++ )for( int n=ZERO; n<AA; n++ ){// pixel coordinatesvec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;vec2 p = (-iResolution.xy + 2.0*(fragCoord+o))/iResolution.y;// time coordinate (motion blurred, shutter=0.5)float d = 0.5*sin(fragCoord.x*147.0)*sin(fragCoord.y*131.0);float time = iTime - 0.5*(1.0/24.0)*(float(m*AA+n)+d)/float(AA*AA-1); #else vec2 p = (-iResolution.xy + 2.0*fragCoord)/iResolution.y;float time = iTime; #endiftime += -2.6;time *= 0.9;// camera float cl = sin(0.5*time);float an = 1.57 + 0.7*sin(0.15*time);vec3 ta = vec3( 0.0, 0.65, -0.6+time*1.0 - 0.4*cl);vec3 ro = ta + vec3( 1.3*cos(an), -0.250, 1.3*sin(an) );float ti = fract(time-0.15);ti = 4.0*ti*(1.0-ti); ta.y += 0.15*ti*ti*(3.0-2.0*ti)*smoothstep(0.4,0.9,cl);// camera bouncefloat t4 = abs(fract(time*0.5)-0.5)/0.5;float bou = -1.0 + 2.0*t4;ro += 0.06*sin(time*12.0+vec3(0.0,2.0,4.0))*smoothstep( 0.85, 1.0, abs(bou) );// camera-to-world rotationmat3 ca = setCamera( ro, ta, 0.0 );// ray directionvec3 rd = ca * normalize( vec3(p,1.8) );// render vec3 col = render( ro, rd, time );// color gradingcol = col*vec3(1.11,0.89,0.79);// compress col = 1.35*col/(1.0+col);// gammacol = pow( col, vec3(0.4545) );tot += col; #if AA>1}tot /= float(AA*AA); #endif// s-surve tot = clamp(tot,0.0,1.0);tot = tot*tot*(3.0-2.0*tot);// vignetting vec2 q = fragCoord/iResolution.xy;tot *= 0.5 + 0.5*pow(16.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.25);// output fragColor = vec4( tot, 1.0 ); }最后預覽!
介紹shadertoy玩具
溫馨提醒:shadertoy上面的代碼可以直接復制進來運行哦~
總結
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