--[[--/* Geodude.fuse Based on https://www.shadertoy.com/view/fXfGW7 a WebGL shader created by noztol. Converted to DCTL and embeddet into a Lua Fuse by JiPi (https://www.youtube.com/c/JiPi_YT). Place this file in your Fusion's and/or DaVinci Resolve's 'Fuses/' folder to use it. */--]]-- -- /* local ShaderFuse = require("Shaderfuse/ShaderFuse") ShaderFuse.init() -- // ------------------------------------------------------------------------ -- // Registry declaration -- // ------------------------------------------------------------------------ FuRegisterClass(ShaderFuse.FuRegister.Name, CT_SourceTool, { ShaderFuse.FuRegister.Attributes, REG_NoObjMatCtrls = true, REG_NoMotionBlurCtrls = true, REG_Source_GlobalCtrls = false, REG_Source_SizeCtrls = true, REG_Source_AspectCtrls = true, REG_Source_DepthCtrls = true, REG_OpNoMask = true, REG_TimeVariant = true, }) -- // ------------------------------------------------------------------------ -- // DCTL kernel parameters -- // ------------------------------------------------------------------------ -- */ ShaderParameters = [[ float iResolution[2]; float iTime; float iMouse[4]; float BGColor[4]; float Rock1Color[4]; float Rock2Color[4]; float Pupil1Color[4]; float Pupil2Color[4]; float MouthColor[4]; float FloorColor[4]; float ViewDXY[2]; float ViewDZ; float ViewXY[2]; float ViewZ; float Mouth1XY[2]; float Mouth1Z; float Mouth2XY[2]; float Mouth2Z; float Mouth3; float Mouth4; float Mouth5; float CamAngle; int width,height; int compOrder; ]] -- /* -- // ------------------------------------------------------------------------ -- DCTL kernel compatibility code -- // ------------------------------------------------------------------------ -- */ ShaderCompatibilityCode = [[ #if defined(DEVICE_IS_METAL) #define in #define out thread #define inout thread #else #define in #define out #define inout #endif #undef USE_NATIVE_METAL_IMPL #undef USE_NATIVE_CUDA_IMPL #undef USE_NATIVE_OPENCL_IMPL // 0 to use the generic implementations; 1 for Metal, OpenCL, Cuda specific code if existing #if 1 #if defined(DEVICE_IS_METAL) #define USE_NATIVE_METAL_IMPL 1 #elif defined(DEVICE_IS_CUDA) #define USE_NATIVE_CUDA_IMPL 1 #elif defined(DEVICE_IS_OPENCL) #define USE_NATIVE_OPENCL_IMPL 1 #endif #endif #if defined(USE_NATIVE_METAL_IMPL) #define swi2(A,a,b) (A).a##b #define swi3(A,a,b,c) (A).a##b##c #define swi2S(a,b,c,d) a.b##c = d #else #define swi2(A,a,b) to_float2((A).a,(A).b) #define swi3(A,a,b,c) to_float3((A).a,(A).b,(A).c) #define swi2S(a,b,c,d) {float2 tmp = d; (a).b = tmp.x; (a).c = tmp.y;} #endif // ---------------------------------------------------------------------------------------------------------- // mat2 implementation // ---------------------------------------------------------------------------------------------------------- #if defined(USE_NATIVE_METAL_IMPL) typedef float2x2 mat2; #define to_mat2(A,B,C,D) mat2((A),(B),(C),(D)) #define mul_f2_mat2(A,B) ((A)*(B)) #else typedef struct { float2 r0; float2 r1; } mat2; __DEVICE__ inline mat2 to_mat2 ( float a, float b, float c, float d) { mat2 t; t.r0.x = a; t.r0.y = b; t.r1.x = c; t.r1.y = d; return t; } __DEVICE__ inline float2 mul_f2_mat2( float2 v, mat2 m ) { float2 t; t.x = v.x*m.r0.x + v.y*m.r0.y; t.y = v.x*m.r1.x + v.y*m.r1.y; return t; } #endif // end of mat2 implementation // ---------------------------------------------------------------------------------------------------------- // mat3 implementation // ---------------------------------------------------------------------------------------------------------- #if defined(USE_NATIVE_METAL_IMPL) typedef float3x3 mat3; __DEVICE__ inline mat3 to_mat3( float a, float b, float c, float d, float e, float f, float g, float h, float i) { return mat3(a,b,c,d,e,f,g,h,i); } __DEVICE__ inline float3 mul_mat3_f3( mat3 B, float3 A) { return (B*A); } __DEVICE__ inline mat3 mul_mat3_mat3( mat3 A, mat3 B) { return (A*B); } #else typedef struct { float3 r0; float3 r1; float3 r2; } mat3; __DEVICE__ inline mat3 to_mat3( float a, float b, float c, float d, float e, float f, float g, float h, float i) { mat3 t; t.r0.x = a; t.r0.y = b; t.r0.z = c; t.r1.x = d; t.r1.y = e; t.r1.z = f; t.r2.x = g; t.r2.y = h; t.r2.z = i; return t; } __DEVICE__ inline float3 mul_mat3_f3( mat3 B, float3 A) { float3 C; C.x = A.x * B.r0.x + A.y * B.r1.x + A.z * B.r2.x; C.y = A.x * B.r0.y + A.y * B.r1.y + A.z * B.r2.y; C.z = A.x * B.r0.z + A.y * B.r1.z + A.z * B.r2.z; return C; } __DEVICE__ mat3 mul_mat3_mat3( mat3 B, mat3 A) { float r[3][3]; float a[3][3] = {{A.r0.x, A.r0.y, A.r0.z}, {A.r1.x, A.r1.y, A.r1.z}, {A.r2.x, A.r2.y, A.r2.z}}; float b[3][3] = {{B.r0.x, B.r0.y, B.r0.z}, {B.r1.x, B.r1.y, B.r1.z}, {B.r2.x, B.r2.y, B.r2.z}}; for( int i = 0; i < 3; ++i) { for( int j = 0; j < 3; ++j) { r[i][j] = 0.0f; for( int k = 0; k < 3; ++k) { r[i][j] = r[i][j] + a[i][k] * b[k][j]; } } } mat3 R = to_mat3(r[0][0], r[0][1], r[0][2], r[1][0], r[1][1], r[1][2], r[2][0], r[2][1], r[2][2]); return R; } #endif // end of mat3 implementation #if defined(USE_NATIVE_METAL_IMPL) #define fract_f3(A) fract(A) #define mod_f(a,b) fmod((a),(b)) #define pow_f3(a,b) pow(a,b) #define abs_f3(a) _fabs(a) #else #if defined(USE_NATIVE_OPENCL_IMPL) #define reflect(I,N) (I-2.0f*dot(N,I)*N) #define fract(a) ((a)-_floor(a)) // oder Pointer bauen: gentype fract(gentype x, gentype *itpr) #define fract_f3(A) to_float3(fract((A).x),fract((A).y),fract((A).z)) #define mod_f(a,b) _fmod(a,b) #define pow_f3(a,b) pow(a,b) #else // Generic #if defined(DEVICE_IS_OPENCL) __DEVICE__ float3 reflect(float3 I, float3 N) {return I - 2.0f * dot(N, I) * N;} #endif #define fract(a) ((a)-_floor(a)) #define fract_f3(A) to_float3(fract((A).x),fract((A).y),fract((A).z)) #define mod_f(a,b) ((a)-(b)*_floor((a)/(b))) #define pow_f3(a,b) to_float3(_powf((a).x,(b).x),_powf((a).y,(b).y),_powf((a).z,(b).z)) #define abs_f3(a) to_float3(_fabs((a).x), _fabs((a).y),_fabs((a).z)) #endif #endif ]] -- /* -- // ------------------------------------------------------------------------ -- DCTL kernel implementation -- // ------------------------------------------------------------------------ -- */ ShaderKernelCode = [[ // ---------------------------------------------------------------------------------- // - Image - // ---------------------------------------------------------------------------------- #define pi 3.1415926535897f // Geodude Shader // Features: Animated Clenching Fists // By Noztol #define MAX_STEPS 150 #define MAX_DIST 20.0f #define SURF_DIST 0.005f __DEVICE__ mat2 rot(float a) { float s = _sinf(a), c = _cosf(a); return to_mat2(c, -s, s, c); } // noise function for rocky texture __DEVICE__ float hash(float3 p) { p = fract_f3(p * 0.3183099f + 0.1f); p *= 17.0f; return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); } __DEVICE__ float noise(float3 x) { float3 i = _floor(x); float3 f = fract_f3(x); f = f*f*(3.0f-2.0f*f); return _mix(_mix(_mix(hash(i+to_float3(0,0,0)), hash(i+to_float3(1,0,0)),f.x), _mix(hash(i+to_float3(0,1,0)), hash(i+to_float3(1,1,0)),f.x),f.y), _mix(_mix(hash(i+to_float3(0,0,1)), hash(i+to_float3(1,0,1)),f.x), _mix(hash(i+to_float3(0,1,1)), hash(i+to_float3(1,1,1)),f.x),f.y),f.z); } __DEVICE__ float fbm(float3 p) { float f = 0.0f; f += 0.5000f * noise(p); p *= 2.01f; f += 0.2500f * noise(p); p *= 2.02f; f += 0.1250f * noise(p); return f; } // SDF primitives __DEVICE__ float sdSphere(float3 p, float s) { return length(p) - s; } __DEVICE__ float sdEllipsoid(float3 p, float3 r) { float k0 = length(p/r); float k1 = length(p/(r*r)); return k0*(k0-1.0f)/k1; } __DEVICE__ float sdBox(float3 p, float3 b) { float3 q = abs_f3(p) - b; return length(_fmaxf(q,to_float3_s(0.0f))) + _fminf(_fmaxf(q.x,_fmaxf(q.y,q.z)),0.0f); } __DEVICE__ float sdCapsule( float3 p, float3 a, float3 b, float r ) { float3 pa = p - a, ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0f, 1.0f ); return length( pa - ba*h ) - r; } // Custom Finger Animation Function __DEVICE__ float sdFinger(float3 p, float3 p0, float3 p1_open, float3 p1_closed, float3 p2_open, float3 p2_closed, float flex, float r) { float3 p1 = _mix(p1_open, p1_closed, flex); float3 p2 = _mix(p2_open, p2_closed, flex); return _fminf(sdCapsule(p, p0, p1, r), sdCapsule(p, p1, p2, r)); } __DEVICE__ float smin(float a, float b, float k) { float h = clamp(0.5f + 0.5f * (b - a) / k, 0.0f, 1.0f); return _mix(b, a, h) - k * h * (1.0f - h); } __DEVICE__ float smax(float a, float b, float k) { float h = clamp(0.5f - 0.5f*(b-a)/k, 0.0f, 1.0f); return _mix(b, a, h) + k*h*(1.0f-h); } __DEVICE__ float2 opU(float2 d1, float2 d2) { return (d1.x < d2.x) ? d1 : d2; } __DEVICE__ float mapShadow(float3 p, float iTime) { float hover = _sinf(iTime * 2.5f) * 0.15f + 0.4f; float3 pModel = p; pModel.y -= (1.0f + hover); float3 pArm = pModel; pArm.x = _fabs(pArm.x); float arms = _fminf( sdCapsule(pArm, to_float3(0.9f, 0.0f, 0.0f), to_float3(1.6f, 0.2f, 0.0f), 0.25f), sdCapsule(pArm, to_float3(1.6f, 0.2f, 0.0f), to_float3(1.4f, 1.0f, 0.0f), 0.2f) ); return _fminf(sdSphere(pModel, 1.0f), arms); } __DEVICE__ float getShadow(float3 ro, float3 rd, float iTime) { float res = 1.0f; float t = 0.05f; for(int i = 0; i < 25; i++) { float h = mapShadow(ro + rd * t, iTime); if(h < 0.005f) return 0.0f; res = _fminf(res, 10.0f * h / t); t += h; if(t > 6.0f) break; } return clamp(res, 0.0f, 1.0f); } // scene __DEVICE__ float2 map(float3 p, float iTime, float3 Mouth[3]) { float hover = _sinf(iTime * 2.5f) * 0.15f + 0.4f; float3 pModel = p; pModel.y -= (1.0f + hover); // arms float3 pArm = pModel; pArm.x = _fabs(pArm.x); float3 shoulder = to_float3(0.9f, 0.0f, 0.0f); float3 elbow = to_float3(1.6f, 0.2f, 0.0f); float3 wrist = to_float3(1.4f, 1.0f, 0.0f); float bicep = sdCapsule(pArm, shoulder, elbow, 0.25f); float forearm = sdCapsule(pArm, elbow, wrist, 0.2f); // open hand to fist animation float3 pHand = pArm - wrist; swi2S(pHand,x,y, mul_f2_mat2(swi2(pHand,x,y) , rot(-0.25f))); swi2S(pHand,x,z, mul_f2_mat2(swi2(pHand,x,z) , rot(0.35f))); float palm = sdBox(pHand - to_float3(0.0f, 0.15f, 0.0f), to_float3(0.14f, 0.12f, 0.04f)) - 0.02f; float rF = 0.04f; float flex = smoothstep(0.1f, 0.9f, _sinf(iTime * 2.5f) * 0.5f + 0.5f); float fInd = sdFinger(pHand, to_float3(-0.12f, 0.25f, 0.0f), to_float3(-0.15f, 0.45f, -0.02f), to_float3(-0.12f, 0.25f, -0.15f), to_float3(-0.18f, 0.60f, -0.05f), to_float3(-0.12f, 0.08f, -0.12f), flex, rF); float fMid = sdFinger(pHand, to_float3(-0.04f, 0.27f, 0.0f), to_float3(-0.05f, 0.48f, -0.02f), to_float3(-0.04f, 0.27f, -0.16f), to_float3(-0.06f, 0.65f, -0.05f), to_float3(-0.04f, 0.09f, -0.13f), flex, rF); float fRng = sdFinger(pHand, to_float3( 0.04f, 0.26f, 0.0f), to_float3( 0.06f, 0.46f, -0.02f), to_float3( 0.04f, 0.26f, -0.15f), to_float3( 0.08f, 0.62f, -0.05f), to_float3( 0.04f, 0.08f, -0.12f), flex, rF); float fPnk = sdFinger(pHand, to_float3( 0.12f, 0.23f, 0.0f), to_float3( 0.15f, 0.40f, -0.02f), to_float3( 0.12f, 0.23f, -0.13f), to_float3( 0.18f, 0.53f, -0.05f), to_float3( 0.12f, 0.07f, -0.10f), flex, rF); float thumb = sdFinger(pHand, to_float3(-0.15f, 0.10f, 0.0f), to_float3(-0.35f, 0.15f, 0.05f), to_float3(-0.15f, 0.05f, -0.15f), to_float3(-0.50f, 0.20f, 0.10f), to_float3(0.05f, 0.05f, -0.18f), flex, rF * 1.15f); float fingers = _fminf(fInd, _fminf(fMid, _fminf(fRng, _fminf(fPnk, thumb)))); float hand = smin(palm, fingers, 0.02f); float arms = smin(bicep, smin(forearm, hand, 0.08f), 0.15f); // body float mainShell = sdSphere(pModel, 1.0f); float baseBody = smin(mainShell, arms, 0.2f); float3 pMask = pModel; pMask.x = _fabs(pMask.x); float distToHand = length(pMask - to_float3(1.4f, 1.2f, 0.0f)); // Widened and smoothed the mask transition to stop sharp lines on the wrist float armMask = smoothstep(0.2f, 0.9f, distToHand); float disp = fbm(pModel * 4.0f) * _mix(0.01f, 0.07f, armMask); disp += noise(pModel * 20.0f) * 0.01f; float bodyDist = baseBody - disp; // mouth float3 pMouth = pModel - to_float3(0.0f, -0.3f, -0.95f) + Mouth[1]; pMouth.y += pMouth.x * pMouth.x * (1.8f+Mouth[0].x); float mouthAnim = _sinf(iTime * 3.5f) * (0.5f+Mouth[0].y) + (0.5f+Mouth[0].z); float mouthCavity = sdEllipsoid(pMouth, to_float3(0.4f, 0.1f, 0.25f)+Mouth[2]); mouthCavity = _fmaxf(mouthCavity, _fabs(pMouth.y) - _mix(0.01f, 0.1f, mouthAnim)); float bodyWithMouth = smax(bodyDist, -mouthCavity, 0.03f); float matID = 1.0f; if (-mouthCavity > bodyDist - 0.02f) matID = 4.0f; bodyDist = bodyWithMouth; // eyes and eyelids float3 pLeft = pModel; pLeft.x = _fabs(pLeft.x); float3 pEyeSpace = pLeft - to_float3(0.35f, 0.25f, -0.80f); swi2S(pEyeSpace,x,y, mul_f2_mat2(swi2(pEyeSpace,x,y) , rot(0.2f))); swi2S(pEyeSpace,y,z, mul_f2_mat2(swi2(pEyeSpace,y,z) , rot(0.2f))); float socket = sdSphere(pEyeSpace, 0.35f); float browPlane = pLeft.y - pLeft.x * 0.4f - 0.15f; socket = _fmaxf(socket, browPlane); bodyDist = _fmaxf(bodyDist, -socket); float blink = smoothstep(0.7f, 0.95f, _sinf(iTime * 1.2f)); float lidHeight = _mix(0.1f, -0.45f, blink); float eyelidBase = sdSphere(pModel, 0.965f); float eyelid = _fmaxf(eyelidBase, socket - 0.05f); eyelid = _fmaxf(eyelid, -(pEyeSpace.y - lidHeight)); bodyDist = _fminf(bodyDist, eyelid); float2 res = to_float2(bodyDist, matID); float eyeContents = sdSphere(pModel, 0.95f); eyeContents = _fmaxf(eyeContents, socket - 0.02f); eyeContents = _fmaxf(eyeContents, browPlane); res = opU(res, to_float2(eyeContents, 2.0f)); // floor res = opU(res, to_float2(p.y, 5.0f)); return res; } __DEVICE__ float3 calcNormal(float3 p, float iTime, float3 Mouth[3]) { float2 e = to_float2(0.005f, 0.0f); return normalize(to_float3( map(p + swi3(e,x,y,y), iTime, Mouth).x - map(p - swi3(e,x,y,y), iTime, Mouth).x, map(p + swi3(e,y,x,y), iTime, Mouth).x - map(p - swi3(e,y,x,y), iTime, Mouth).x, map(p + swi3(e,y,y,x), iTime, Mouth).x - map(p - swi3(e,y,y,x), iTime, Mouth).x )); } __KERNEL__ void GeodudeFuse(__CONSTANTREF__ Params* params, __TEXTURE2D_WRITE__ destinationTexture) { DEFINE_KERNEL_ITERATORS_XY(fusion_x, fusion_y); if (fusion_x >= params->width || fusion_y >= params->height) return; float2 iResolution = to_float2(params->iResolution[0], params->iResolution[1]); float iTime = params->iTime; float4 iMouse = to_float4(params->iMouse[0],params->iMouse[1],params->iMouse[2],params->iMouse[3]); float4 fragColor = to_float4_s(0.0f); float2 fragCoord = to_float2(fusion_x,fusion_y); float4 BGColor = to_float4(params->BGColor[0], params->BGColor[1], params->BGColor[2], params->BGColor[3]); float4 Rock1Color = to_float4(params->Rock1Color[0], params->Rock1Color[1], params->Rock1Color[2], params->Rock1Color[3]); float4 Rock2Color = to_float4(params->Rock2Color[0], params->Rock2Color[1], params->Rock2Color[2], params->Rock2Color[3]); float4 Pupil1Color = to_float4(params->Pupil1Color[0], params->Pupil1Color[1], params->Pupil1Color[2], params->Pupil1Color[3]); float4 Pupil2Color = to_float4(params->Pupil2Color[0], params->Pupil2Color[1], params->Pupil2Color[2], params->Pupil2Color[3]); float4 MouthColor = to_float4(params->MouthColor[0], params->MouthColor[1], params->MouthColor[2], params->MouthColor[3]); float4 FloorColor = to_float4(params->FloorColor[0], params->FloorColor[1], params->FloorColor[2], params->FloorColor[3]); float2 ViewDXY = to_float2(params->ViewDXY[0], params->ViewDXY[1]); float ViewDZ = params->ViewDZ; float2 ViewXY = to_float2(params->ViewXY[0], params->ViewXY[1]); float ViewZ = params->ViewZ; float2 Mouth1XY = to_float2(params->Mouth1XY[0], params->Mouth1XY[1]); float Mouth1Z = params->Mouth1Z; float2 Mouth2XY = to_float2(params->Mouth2XY[0], params->Mouth2XY[1]); float Mouth2Z = params->Mouth2Z; float Mouth3 = params->Mouth3; float Mouth4 = params->Mouth4; float Mouth5 = params->Mouth5; float CamAngle = params->CamAngle; // -------- float3 Mouth[3] = {to_float3(Mouth3, Mouth4, Mouth5), to_float3_aw(Mouth1XY, Mouth1Z), to_float3_aw(Mouth2XY, Mouth2Z)}; float Alpha = BGColor.w; float2 uv = (fragCoord - 0.5f * iResolution) / iResolution.y; float camAngle = _sinf(iTime * 0.3f) * CamAngle;//0.4f; float3 ro = to_float3(_sinf(camAngle) * 6.5f, 2.5f, -_cosf(camAngle) * 6.5f); float3 target = to_float3(0.0f, 1.0f, 0.0f) + to_float3_aw(ViewXY, ViewZ); float3 f = normalize(target - ro); float3 r = normalize(cross(to_float3(0.0f, 1.0f, 0.0f), f)); float3 u = cross(f, r); float3 rd = normalize(f + uv.x * r + uv.y * u) + to_float3_aw(ViewDXY, ViewDZ); //############### 3D Mouse-Rotation des Objektes ############## float crz = (iMouse.x - iResolution.x / 2.0f) / iResolution.x * pi; float crx = (iMouse.y - iResolution.y / 2.0f) / iResolution.y * pi; mat3 m = mul_mat3_mat3(to_mat3(_cosf(crz), 0.0f, _sinf(crz), 0.0f, 1.0f, 0.0f, -_sinf(crz), 0.0f, _cosf(crz)) , to_mat3(1.0f, 0.0f, 0.0f, 0.0f, _cosf(crx), _sinf(crx), 0.0f, -_sinf(crx), _cosf(crx))); if(iMouse.z > 0.0f) { ro = mul_mat3_f3(m , ro); rd = mul_mat3_f3(m , rd); } //############################################################# float dO = 0.0f; float matID = 0.0f; for(int i = 0; i < MAX_STEPS; i++) { float3 p = ro + rd * dO; float2 dS = map(p, iTime, Mouth); if(_fabs(dS.x) < SURF_DIST || dO > MAX_DIST) { matID = dS.y; break; } dO += dS.x * 0.5f; } float3 col = swi3(BGColor,x,y,z);//to_float3(0.05f, 0.1f, 0.15f); float hover = _sinf(iTime * 2.5f) * 0.15f + 0.4f; if(dO < MAX_DIST) { float3 p = ro + rd * dO; float3 n = calcNormal(p, iTime, Mouth); float3 sunDir = normalize(to_float3(0.5f, 1.0f, -1.5f)); float dif = clamp(dot(n, sunDir), 0.0f, 1.0f); float amb = 0.2f + 0.15f * _fmaxf(n.y, 0.0f); float3 viewDir = normalize(ro - p); float spec = _powf(clamp(dot(viewDir, reflect(-sunDir, n)), 0.0f, 1.0f), 16.0f) * 0.05f; float shadow = 1.0f; if (matID != 2.0f) { shadow = _mix(0.3f, 1.0f, getShadow(p + n * 0.02f, sunDir, iTime)); } // If the pixel is rendering the hand area, disable the shadow entirely // to prevent normal-based darkening or ambient occlusion dipping. float3 pHandDist = p; pHandDist.y -= (1.0f + hover); pHandDist.x = _fabs(pHandDist.x); if (length(pHandDist - to_float3(1.4f, 1.2f, 0.0f)) < 0.6f) { shadow = 1.0f; } float3 albedo = to_float3_s(0.0f); float3 pModel = p; pModel.y -= (1.0f + hover); if(matID == 1.0f) { float rockNoise = fbm(pModel * 4.0f); float3 rockBase1 = swi3(Rock1Color,x,y,z);//to_float3(0.55f, 0.53f, 0.50f); float3 rockBase2 = swi3(Rock2Color,x,y,z);//to_float3(0.40f, 0.38f, 0.35f); albedo = _mix(rockBase2, rockBase1, rockNoise); if (sdSphere(pModel, 0.98f) < 0.01f) albedo *= 0.5f; Alpha = 1.0f; } else if(matID == 2.0f) { albedo = swi3(Pupil1Color,x,y,z);//to_float3_s(0.85f); float3 pLeft = pModel; pLeft.x = _fabs(pLeft.x); float3 pPupil = pLeft - to_float3(0.44f, 0.22f, -0.90f); swi2S(pPupil,x,y, mul_f2_mat2(swi2(pPupil,x,y) , rot(0.3f))); swi2S(pPupil,x,z, mul_f2_mat2(swi2(pPupil,x,z) , rot(-0.3f))); if (length(swi2(pPupil,x,y) / to_float2(0.045f, 0.12f)) < 1.0f && pPupil.z > -0.15f && pPupil.z < 0.15f) { albedo = swi3(Pupil2Color,x,y,z);//to_float3_s(0.02f); } Alpha = 1.0f; } else if(matID == 4.0f) albedo = swi3(MouthColor,x,y,z), Alpha = 1.0f;//to_float3(0.02f, 0.0f, 0.0f); else if(matID == 5.0f) { albedo = swi3(FloorColor,x,y,z) * (0.8f + 0.2f * mod_f(_floor(p.x*2.0f)+_floor(p.z*2.0f), 2.0f));//to_float3(0.4f, 0.3f, 0.2f) * (0.8f + 0.2f * mod_f(_floor(p.x*2.0f)+_floor(p.z*2.0f), 2.0f)); Alpha = FloorColor.w; } col = albedo * (dif * shadow + amb) + spec * shadow; } fragColor = to_float4_aw(pow_f3(col, to_float3_s(0.4545f)), Alpha); _tex2DVec4Write(destinationTexture, fusion_x, fusion_y, fragColor); } ]] -- /* -- // ------------------------------------------------------------------------ -- // Create -- // ------------------------------------------------------------------------ function Create() ShaderFuse.begin_create() ----- Inspector Panel Controls -- Speed Slider InFrequency = self:AddInput("Speedup", "speed", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_Default = 1.0, INP_MinScale = 0.0, INP_MaxScale = 5.0, SLCS_LowName = "stop", SLCS_HighName = "5x", }) -- iMouse Controls InMouseXY = self:AddInput("iMouse.xy", "iMouseXY", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INP_DoNotifyChanged = false, --INP_Passive = true, INPID_PreviewControl = "CrosshairControl", }) InMouseZW = self:AddInput("iMouse.zw", "iMouseZW", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INP_DoNotifyChanged = false, --INP_Passive = true, INPID_PreviewControl = "CrosshairControl", INP_Disabled = true, }) InMouseDrag = self:AddInput("Mouse Button Pressed", "iMouseClick", { LINKID_DataType = "Number", INPID_InputControl = "CheckboxControl", INP_DoNotifyChanged = false, --INP_Passive = true, INP_MinScale = 0, INP_MaxScale = 1, INP_Default = 0, }) self:BeginControlNest("Colors", "Colors", false, {}) self:BeginControlNest("BGColor", "BGColor", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "BGColor", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InBGColorColorR = self:AddInput("Red", "BGColorRed", { INP_Default = 0.05, IC_ControlID = 0, attrs}) InBGColorColorG = self:AddInput("Green", "BGColorGreen", { INP_Default = 0.1, IC_ControlID = 1, attrs}) InBGColorColorB = self:AddInput("Blue", "BGColorBlue", { INP_Default = 0.15, IC_ControlID = 2, attrs}) InBGColorColorA = self:AddInput("Alpha", "BGColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("Rock1Color", "Rock1Color", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "Rock1Color", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InRock1ColorColorR = self:AddInput("Red", "Rock1ColorRed", { INP_Default = 0.55, IC_ControlID = 0, attrs}) InRock1ColorColorG = self:AddInput("Green", "Rock1ColorGreen", { INP_Default = 0.53, IC_ControlID = 1, attrs}) InRock1ColorColorB = self:AddInput("Blue", "Rock1ColorBlue", { INP_Default = 0.50, IC_ControlID = 2, attrs}) InRock1ColorColorA = self:AddInput("Alpha", "Rock1ColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("Rock2Color", "Rock2Color", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "Rock2Color", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InRock2ColorColorR = self:AddInput("Red", "Rock2ColorRed", { INP_Default = 0.40, IC_ControlID = 0, attrs}) InRock2ColorColorG = self:AddInput("Green", "Rock2ColorGreen", { INP_Default = 0.38, IC_ControlID = 1, attrs}) InRock2ColorColorB = self:AddInput("Blue", "Rock2ColorBlue", { INP_Default = 0.35, IC_ControlID = 2, attrs}) InRock2ColorColorA = self:AddInput("Alpha", "Rock2ColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("Pupil1Color", "Pupil1Color", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "Pupil1Color", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InPupil1ColorColorR = self:AddInput("Red", "Pupil1ColorRed", { INP_Default = 0.85, IC_ControlID = 0, attrs}) InPupil1ColorColorG = self:AddInput("Green", "Pupil1ColorGreen", { INP_Default = 0.85, IC_ControlID = 1, attrs}) InPupil1ColorColorB = self:AddInput("Blue", "Pupil1ColorBlue", { INP_Default = 0.85, IC_ControlID = 2, attrs}) InPupil1ColorColorA = self:AddInput("Alpha", "Pupil1ColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("Pupil2Color", "Pupil2Color", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "Pupil2Color", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InPupil2ColorColorR = self:AddInput("Red", "Pupil2ColorRed", { INP_Default = 0.02, IC_ControlID = 0, attrs}) InPupil2ColorColorG = self:AddInput("Green", "Pupil2ColorGreen", { INP_Default = 0.02, IC_ControlID = 1, attrs}) InPupil2ColorColorB = self:AddInput("Blue", "Pupil2ColorBlue", { INP_Default = 0.02, IC_ControlID = 2, attrs}) InPupil2ColorColorA = self:AddInput("Alpha", "Pupil2ColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("MouthColor", "MouthColor", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "MouthColor", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InMouthColorColorR = self:AddInput("Red", "MouthColorRed", { INP_Default = 0.02, IC_ControlID = 0, attrs}) InMouthColorColorG = self:AddInput("Green", "MouthColorGreen", { INP_Default = 0.0, IC_ControlID = 1, attrs}) InMouthColorColorB = self:AddInput("Blue", "MouthColorBlue", { INP_Default = 0.0, IC_ControlID = 2, attrs}) InMouthColorColorA = self:AddInput("Alpha", "MouthColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:BeginControlNest("FloorColor", "FloorColor", true, {}) ctrl_grp_cnt = (ctrl_grp_cnt==nil) and 1 or (ctrl_grp_cnt+1) attrs = { ICS_Name = "FloorColor", LINKID_DataType = "Number", INPID_InputControl = "ColorControl", INP_MinScale = 0.0, INP_MaxScale = 1.0, IC_ControlGroup = ctrl_grp_cnt, } InFloorColorColorR = self:AddInput("Red", "FloorColorRed", { INP_Default = 0.4, IC_ControlID = 0, attrs}) InFloorColorColorG = self:AddInput("Green", "FloorColorGreen", { INP_Default = 0.3, IC_ControlID = 1, attrs}) InFloorColorColorB = self:AddInput("Blue", "FloorColorBlue", { INP_Default = 0.2, IC_ControlID = 2, attrs}) InFloorColorColorA = self:AddInput("Alpha", "FloorColorAlpha", { INP_Default = 1.0, IC_ControlID = 3, attrs}) self:EndControlNest() self:EndControlNest() InViewDXYPoint = self:AddInput("ViewDXY", "ViewDXY", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INPID_PreviewControl = "CrosshairControl", INP_DefaultX = 0.0, INP_DefaultY = 0.0, }) InViewDZSlider = self:AddInput("ViewDZ", "ViewDZ", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -10.0, INP_MaxScale = 10.0, INP_Default = 0.0, }) InViewXYPoint = self:AddInput("ViewXY", "ViewXY", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INPID_PreviewControl = "CrosshairControl", INP_DefaultX = 0.0, INP_DefaultY = 0.0, }) InViewZSlider = self:AddInput("ViewZ", "ViewZ", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -10.0, INP_MaxScale = 10.0, INP_Default = 0.0, }) InMouth1XYPoint = self:AddInput("Mouth1XY", "Mouth1XY", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INPID_PreviewControl = "CrosshairControl", INP_DefaultX = 0.0, INP_DefaultY = 0.0, }) InMouth1ZSlider = self:AddInput("Mouth1Z", "Mouth1Z", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -10.0, INP_MaxScale = 10.0, INP_Default = 0.0, }) InMouth2XYPoint = self:AddInput("Mouth2XY", "Mouth2XY", { LINKID_DataType = "Point", INPID_InputControl = "OffsetControl", INPID_PreviewControl = "CrosshairControl", INP_DefaultX = 0.0, INP_DefaultY = 0.0, }) InMouth2ZSlider = self:AddInput("Mouth2Z", "Mouth2Z", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -10.0, INP_MaxScale = 10.0, INP_Default = 0.0, }) InMouth3Slider = self:AddInput("Mouth3", "Mouth3", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -2.0, INP_MaxScale = 2.0, INP_Default = 0.0, }) InMouth4Slider = self:AddInput("Mouth4", "Mouth4", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -2.0, INP_MaxScale = 2.0, INP_Default = 0.0, }) InMouth5Slider = self:AddInput("Mouth5", "Mouth5", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -2.0, INP_MaxScale = 2.0, INP_Default = 0.0, }) InCamAngleSlider = self:AddInput("CamAngle", "CamAngle", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_MinScale = -2.0, INP_MaxScale = 2.0, INP_Default = 0.4, }) Sep3 = self:AddInput(string.rep("_", 152), "Separator3", { LINKID_DataType = "Text", INPID_InputControl = "LabelControl", INP_External = false, INP_Passive = true, IC_Visible = true, INP_DoNotifyChanged = true, IC_NoLabel = true, }) ----- Size & Depth InSize = self:AddInput("Size", "Size_Fuse", { LINKID_DataType = "Number", INPID_InputControl = "ComboControl", INP_DoNotifyChanged = true, INP_Default = 0, INP_Integer = true, ICD_Width = 1, { CCS_AddString = "Default", }, { CCS_AddString = "Manually", }, { CCS_AddString = "Image0", }, { CCS_AddString = "1920x1080", }, { CCS_AddString = "1200x675", }, { CCS_AddString = "800x450", }, { CCS_AddString = "640x360", }, CC_LabelPosition = "Horizontal", ICS_ControlPage = "Image", }) InWidth = self:AddInput("Width", "_Width", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_Default = 1920, INP_Integer = true, INP_MinScale = 0, INP_MaxScale = 4096, }) InHeight = self:AddInput("Height", "_Height", { LINKID_DataType = "Number", INPID_InputControl = "SliderControl", INP_Default = 1080, INP_Integer = true, INP_MinScale = 0, INP_MaxScale = 4096, }) InDepth = self:AddInput("Depth_Fuse", "Depth_Fuse", { LINKID_DataType = "Number", INPID_InputControl = "ComboControl", INP_DoNotifyChanged = true, INP_Default = 0, INP_Integer = true, ICD_Width = 1, { CCS_AddString = "Default", }, { CCS_AddString = "int8", }, { CCS_AddString = "int16", }, { CCS_AddString = "float16", }, { CCS_AddString = "float32", }, CC_LabelPosition = "Horizontal", ICS_ControlPage = "Image", }) InMyWidth = self:FindInput("Width") InMyWidth:SetAttrs({ IC_Visible = false }) InMyHeight = self:FindInput("Height") InMyHeight:SetAttrs({ IC_Visible = false }) InMyDepth = self:FindInput("Depth") InMyDepth:SetAttrs({ IC_Visible = false }) ----- In/Out OutImage = self:AddOutput("Output", "Output", { LINKID_DataType = "Image", LINK_Main = 1, }) ShaderFuse.end_create() end -- // ------------------------------------------------------------------------ -- // Process -- // ------------------------------------------------------------------------ function Process(req) -- Imagesize and Depth if (InSize:GetValue(req).Value >= 1) then if (InSize:GetValue(req).Value == 2) then if (InChannel0:GetValue(req) ~= nil) then Width = InChannel0:GetValue(req).Width Height = InChannel0:GetValue(req).Height end else Width = InWidth:GetValue(req).Value Height = InHeight:GetValue(req).Value end end -- Alle ( int und float ) if (InDepth:GetValue(req).Value > 0) then if InDepth:GetValue(req).Value == 1 then SourceDepth = 5 else if InDepth:GetValue(req).Value == 2 then SourceDepth = 6 else if InDepth:GetValue(req).Value == 3 then SourceDepth = 7 else SourceDepth = 8 end end end end local imgattrs = { IMG_Document = self.Comp, { IMG_Channel = "Red", }, { IMG_Channel = "Green", }, { IMG_Channel = "Blue", }, { IMG_Channel = "Alpha", }, IMG_Width = Width, IMG_Height = Height, IMG_XScale = XAspect, IMG_YScale = YAspect, IMAT_OriginalWidth = realwidth, -- nil !?! IMAT_OriginalHeight = realheight, -- nil !?! IMG_Quality = not req:IsQuick(), IMG_MotionBlurQuality = not req:IsNoMotionBlur(), IMG_DeferAlloc = true, IMG_ProxyScale = ( (not req:IsStampOnly()) and 1 or nil), IMG_Depth = ( (SourceDepth~=0) and SourceDepth or nil ) } local dst = Image(imgattrs) local black = Pixel({R=0,G=0,B=0,A=0}) dst:Fill(black) if req:IsPreCalc() then local out = Image({IMG_Like = dst, IMG_NoData = true}) OutImage:Set(req, out) return end node = DVIPComputeNode(req, "GeodudeFuse", ShaderCompatibilityCode..ShaderKernelCode, "Params", ShaderParameters ) -- Extern texture or create a new one -- DCTL parameters local framerate = self.Comp:GetPrefs("Comp.FrameFormat.Rate") local params = {} params = node:GetParamBlock(ShaderParameters) params.iResolution[0] = dst.Width params.iResolution[1] = dst.Height params.iTime = (req.Time / framerate) * InFrequency:GetValue(req).Value -- iMouse local mouse_xy = InMouseXY:GetValue(req) local mouse_zw = InMouseZW:GetValue(req) params.iMouse[0] = mouse_xy.X params.iMouse[1] = mouse_xy.Y params.iMouse[2] = mouse_zw.X params.iMouse[3] = mouse_zw.Y if InMouseDrag:GetValue(req).Value ~= 0 then if params.iMouse[2]==-1 and params.iMouse[3]==-1 then params.iMouse[2]=params.iMouse[0] params.iMouse[3]=params.iMouse[1] end else params.iMouse[2] = -1 params.iMouse[3] = -1 end if mouse_zw.X ~= params.iMouse[2] or mouse_zw.Y ~= params.iMouse[3] then InMouseZW:SetAttrs({INP_Disabled=false}) InMouseZW:SetSource(Point(params.iMouse[2],params.iMouse[3]),0,0) InMouseZW:SetAttrs({INP_Disabled=true}) end params.iMouse[0] = params.iMouse[0] * Width params.iMouse[1] = params.iMouse[1] * Height if params.iMouse[2] == -1 and params.iMouse[3] == -1 then params.iMouse[2] = 0 params.iMouse[3] = 0 else params.iMouse[2] = params.iMouse[2] * Width params.iMouse[3] = params.iMouse[3] * Height end params.BGColor = { InBGColorColorR:GetValue(req).Value, InBGColorColorG:GetValue(req).Value, InBGColorColorB:GetValue(req).Value,InBGColorColorA:GetValue(req).Value } params.Rock1Color = { InRock1ColorColorR:GetValue(req).Value, InRock1ColorColorG:GetValue(req).Value, InRock1ColorColorB:GetValue(req).Value,InRock1ColorColorA:GetValue(req).Value } params.Rock2Color = { InRock2ColorColorR:GetValue(req).Value, InRock2ColorColorG:GetValue(req).Value, InRock2ColorColorB:GetValue(req).Value,InRock2ColorColorA:GetValue(req).Value } params.Pupil1Color = { InPupil1ColorColorR:GetValue(req).Value, InPupil1ColorColorG:GetValue(req).Value, InPupil1ColorColorB:GetValue(req).Value,InPupil1ColorColorA:GetValue(req).Value } params.Pupil2Color = { InPupil2ColorColorR:GetValue(req).Value, InPupil2ColorColorG:GetValue(req).Value, InPupil2ColorColorB:GetValue(req).Value,InPupil2ColorColorA:GetValue(req).Value } params.MouthColor = { InMouthColorColorR:GetValue(req).Value, InMouthColorColorG:GetValue(req).Value, InMouthColorColorB:GetValue(req).Value,InMouthColorColorA:GetValue(req).Value } params.FloorColor = { InFloorColorColorR:GetValue(req).Value, InFloorColorColorG:GetValue(req).Value, InFloorColorColorB:GetValue(req).Value,InFloorColorColorA:GetValue(req).Value } params.ViewDXY = {InViewDXYPoint:GetValue(req).X,InViewDXYPoint:GetValue(req).Y} params.ViewDZ = InViewDZSlider:GetValue(req).Value params.ViewXY = {InViewXYPoint:GetValue(req).X,InViewXYPoint:GetValue(req).Y} params.ViewZ = InViewZSlider:GetValue(req).Value params.Mouth1XY = {InMouth1XYPoint:GetValue(req).X,InMouth1XYPoint:GetValue(req).Y} params.Mouth1Z = InMouth1ZSlider:GetValue(req).Value params.Mouth2XY = {InMouth2XYPoint:GetValue(req).X,InMouth2XYPoint:GetValue(req).Y} params.Mouth2Z = InMouth2ZSlider:GetValue(req).Value params.Mouth3 = InMouth3Slider:GetValue(req).Value params.Mouth4 = InMouth4Slider:GetValue(req).Value params.Mouth5 = InMouth5Slider:GetValue(req).Value params.CamAngle = InCamAngleSlider:GetValue(req).Value -- Resolution params.width = dst.Width params.height = dst.Height -- Per channel time and resolution node:SetParamBlock(params) node:AddSampler("RowSampler", TEX_FILTER_MODE_LINEAR,TEX_ADDRESS_MODE_MIRROR, TEX_NORMALIZED_COORDS_TRUE) node:AddOutput("dst", dst) local ok = node:RunSession(req) if (not ok) then dst = nil dump(node:GetErrorLog()) end OutImage:Set(req,dst) collectgarbage(); end -- // ------------------------------------------------------------------------ -- // Callback -- // ------------------------------------------------------------------------ function NotifyChanged(inp, param, time) if (param ~= nil) then if inp == InSize then if param.Value == 1 then InWidth:SetAttrs({ IC_Visible = true }) InHeight:SetAttrs({ IC_Visible = true }) else InWidth:SetAttrs({ IC_Visible = false }) InHeight:SetAttrs({ IC_Visible = false }) end if param.Value == 3 then --1920x1080 InWidth:SetSource(Number(1920),0,0) InHeight:SetSource(Number(1080),0,0) end if param.Value == 4 then --1200x675 InWidth:SetSource(Number(1200),0,0) InHeight:SetSource(Number(675),0,0) end if param.Value == 5 then --800x450 InWidth:SetSource(Number(800),0,0) InHeight:SetSource(Number(450),0,0) end if param.Value == 6 then --640x360 InWidth:SetSource(Number(640),0,0) InHeight:SetSource(Number(360),0,0) end end end end -- */