leviathan-2.0

This commit is contained in:
2025-06-15 10:24:37 +03:00
parent 957a823d24
commit 076ee0be68
29 changed files with 16509 additions and 1 deletions

440
src/shaders/fragment.frag Normal file
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/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
//precision mediump float;
#version 460
uniform int m;
out vec4 o;
float u_time = m/float(44100);
//uniform float u_time;
const float PI = 22./7.;
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
// Rotate
mat2 rot2D(float angle) {
float s = sin(angle), c = cos(angle);
return mat2(c, -s, s, c);
}
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;
}
float hash(vec2 p, int algo)
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50. * fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
float noise(vec2 p, float scale, int a)
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*f);
float sc = scale;
if (a == 1) sc = 2.;
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
hash( i + vec2(1.0,0.0), a ), u.x),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
}
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
float sdCappedCylinder( vec3 p, float h, float r )
{
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
}
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
}
float sdPyramid( vec3 p, float s)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
}
//////////////////
// ANIMATION //
//////////////////
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS
float STARTDELAY = 9., glow = 0.;
// POSITIONS
// COLORS
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
return min((u_time - i.y)*i.z, i.x*PI);
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
}
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
}
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
wv = mix(wv, abs(cos(uv)),wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
vec3 map(vec3 p, int displace)
{
float mat = 0., glo = 1e3,
// Ring boxes
an = PI/12.,
step,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = rot2D(anRot)*q.xy;
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
d = min(d, d2);
if (d==d2) mat = 6.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step);
stepDist += .2;
}
d2 += noise(p.xz * 50.+200., .007, 0);
d = min(d, d2);
if (d==d2) mat = 2.0;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) {
mat = 1.0;
}
// sand
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
d = min(d,d2);
if (d==d2) mat = 3.0;
// pyradmid
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
d = min(d, d2);
if (d==d2) mat=3.;
// Prisms
for(float i = 0.; i < 8.; i++ ) {
q = p;
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
q.x -= 1.95;
vec3 q2 = q; // new point for movable parts
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = min(d2, prismTop);
}
}
}
return vec3( d, mat, glo);
}
////////////////
// DRAWING //
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 500.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
return no(n);
}
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.0025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
}
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
// close up shot for 1st glyph lock
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
// zoom away for 2nd glyph animation
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
if (u_time > 14.5) {
cPos = vec3(0., 0., 4.);
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
}
if (u_time > 23.5)
{
cPos = vec3(3., -.7, 4.);
}
if (u_time > 32.5)
{
cPos = vec3(-20.,10.,50.);
}
if (u_time > 36.5) {
cPos = vec3(3., -.7, 4.);
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
}
return cPos;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., -.5, 0.);
// look at 1st glyph
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance
if(u_time > 12.) p = vec3(0.);
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
if(u_time > 23.5) p = vec3(0.);
return p;
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
}
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
mat = map(p,0).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Lights
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
// indirect lightning -> vec3 in normalize is light direction
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
if(mat==1.)
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
if(mat==2.)
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.)
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
if(mat == 6.)
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
}
col += glow * chevronColor*.25;
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
}
void main() {
vec2 u_resolution = vec2(1920,1080);
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
vec2 resoultion = -1.0+2.0*qor;
resoultion.x *= u_resolution.x/u_resolution.y;
o = vec4(sceneGate( resoultion ),1.);
}

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src/shaders/fragment.inl Normal file
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/* File generated with Shader Minifier 1.2
* http://www.ctrl-alt-test.fr
*/
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_M "v"
# define VAR_O "i"
const char *fragment_frag =
"#version 460\n"
"uniform int v;"
"out vec4 i;"
"float m=3.1416,y=v/float(44100);"
"const float z=22./7.;"
"vec3 f(vec3 v)"
"{"
"return normalize(v);"
"}"
"float f(float v,float f,float y)"
"{"
"return clamp(v,f,y);"
"}"
"mat2 n(float v)"
"{"
"float f=sin(v),y=cos(v);"
"return mat2(y,-f,f,y);"
"}"
"float n(float v,float y,float m)"
"{"
"float z=max(m-abs(v-y),0.);"
"return max(v,y)+z*z*.25/m;"
"}"
"float f(vec2 v,int y)"
"{"
"if(y==1)"
"{"
"float m=dot(v,vec2(127.1,311.7));"
"return fract(sin(m)*43758.5453123);"
"}"
"v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));"
"}"
"float x(vec2 v,float y,int m)"
"{"
"vec2 a=floor(v),z=fract(v),i=z*z*(3.-2.*z);"
"float x=y;"
"if(m==1)"
"x=2.;"
"return-y+x*mix(mix(f(a+vec2(0.),m),f(a+vec2(1.,0.),m),i.x),mix(f(a+vec2(0.,1.),m),f(a+vec2(1.),m),i.x),i.y);"
"}"
"float s(vec3 v,float y,float m)"
"{"
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
"}"
"float n(vec3 v,vec3 y)"
"{"
"vec3 f=abs(v)-y;"
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
"}"
"float t(vec3 v,vec2 y,float m)"
"{"
"v.xy*=n(m);"
"vec3 f=abs(v);"
"return max(f.z-y.y,max(f.x*.866025+v.y*.5,-v.y)-y.x*.5);"
"}"
"float s(vec3 v,float y)"
"{"
"return v=abs(v),(v.x+v.y+v.z-y)*.577;"
"}"
"float a=9.,p=0.;"
"vec3 c=vec3(.36,.9,0.);"
"float s(vec3 v)"
"{"
"return min((y-v.y)*v.z,v.x*z);"
"}"
"float t(float v)"
"{"
"return a+a*f(sin(s(vec3(1.5,v,4.))*.06),-.9,.9);"
"}"
"vec3 x(vec3 v)"
"{"
"for(float f=0.;f<7.;f++)"
"{"
"float m=a+f*3.,z=1.;"
"if(y>m)"
"{"
"if(mod(f,2.)>=1.)"
"z=-1.;"
"v.xy*=n(t(m)*z);"
"}"
"}"
"return v;"
"}"
"float w(vec2 v)"
"{"
"if(y>=v.y)"
"v.x+=.045*f(sin(s(vec3(3.,v.y,40.))*.4),-.8,.8);"
"return v.x;"
"}"
"float t(vec2 v,float f)"
"{"
"v+=x(v,1.,1);"
"vec2 y=1.-abs(sin(v));"
"y=mix(y,abs(cos(v)),y);"
"return pow(1.-pow(y.x*y.y,.65),f);"
"}"
"vec3 w(vec3 v,int m)"
"{"
"float f=0.,i=1e3,r=z/12.,p,d=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 c=v;"
"c.xy=n(d)*c.xy;"
"float l=length(max(abs(c.xy-vec2(1.8,0.))-vec2(.24,.14),0.))-.02,e=abs(length(v.xy)-1.8)-.2;"
"l=min(l,e);"
"e=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
"l=max(-e,l);"
"l=n(l,abs(v.z)-.1,.02);"
"vec3 h=x(v),o=h;"
"r=z/16.;"
"o.xy=n(floor(atan(h.y,h.x)/r+.5)*r)*o.xy;"
"e=n(o.xyz-vec3(1.75,0.,0.),vec3(.04,.14,.05))-.02+x(v.xy*100.,.001,0);"
"l=min(l,e);"
"if(l==e)"
"f=6.;"
"e=1e3;"
"float u=1.5,b=0.,g,F=4.,C=.6,k=.2;"
"for(int Z=0;Z<4;Z++)"
"p=n(vec3(v.x,v.y+u+.05,v.z),vec3(2.,.2,u))-.05,e=min(e,p),u+=.2;"
"e+=x(v.xz*50.+200.,.007,0);"
"l=min(l,e);"
"if(l==e)"
"f=2.;"
"if(m==1)"
"{"
"vec2 Z=v.xy;"
"for(int Y=0;Y<4;Y++)"
"g=t((Z+y)*C,F),g+=t((Z-y)*C,F),b+=g*k,Z*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,k*=.22,F=mix(F,1.,.4);"
"}"
"e=max(-s(v,2.,min(1.7-(y-28.9)*2.5,2.3)),s(v,.025,1.6)-b*.15);"
"e=max(e,s(v,.3,1.7));"
"l=min(l,e);"
"if(l==e)"
"f=1.;"
"e=v.y+3.7+x(vec2(v.x,v.z*.44-40.)*.04+100.,20.,0)+.25*sin(v.z*.5+y);"
"l=min(l,e);"
"if(l==e)"
"f=3.;"
"e=s(v+vec3(-75.,0.,100.),60.);"
"l=min(l,e);"
"if(l==e)"
"f=3.;"
"for(float Z=0.;Z<8.;Z++)"
"{"
"c=v;"
"d=24.67/(z*2.)+(Z+1.)*z/4.;"
"if(Z==1.)"
"d+=.2;"
"if(Z==7.)"
"d-=.2;"
"c.xy=n(d)*c.xy;"
"float Y=a+(Z-1.)*3.+1.5;"
"if(Z>0.)"
"{"
"c.x-=1.95;"
"vec3 X=c;"
"if(y>Y)"
"X.x=w(vec2(X.x,Y));"
"float W=t(vec3(c.x-.06,c.y,c.z),vec2(.1,.15),.5)-.01;"
"e=max(-t(vec3(X.x-.14,X.y,X.z),vec2(.22),.5)-.01,t(vec3(X.x,X.y,X.z),vec2(.2,.12),.5)-.02);"
"e=min(e,W);"
"l=min(l,e);"
"if(l==e)"
"f=4.;"
"if(l==W)"
"if(y>Y+.2)"
"f=5.,i=min(e,W);"
"}"
"}"
"return vec3(l,f,i);"
"}"
"float w(vec3 v,vec3 y,int m)"
"{"
"vec3 f;"
"float i=0.;"
"for(int l=0;l<100;l++)"
"{"
"f=w(v+y*i,0);"
"if(m==0&&f.z<.3)"
"p+=pow(.01/f.z,.8)*.6;"
"i+=f.x;"
"if(f.x<.001||i>500.)"
"break;"
"}"
"return i;"
"}"
"vec3 r(vec3 v)"
"{"
"vec2 y=vec2(.01,0.);"
"vec3 m=w(v,1).x-vec3(w(v-y.xyy,1).x,w(v-y.yxy,1).x,w(v-y.yyx,1).x);"
"return f(m);"
"}"
"float f(vec3 v,vec3 y,float m,float x,vec3 l,float z)"
"{"
"vec3 e=f(y-v);"
"float i=length(y-v),p=f(dot(l,e)*m,0.,m)/(1.+z*i),Z=w(v+l*.0025,e,1);"
"if(Z<length(y-v))"
"p*=x;"
"return p;"
"}"
"float r(vec3 v,vec3 y,float f)"
"{"
"return pow(dot(v,y)*.4+.6,f);"
"}"
"float f(vec3 v,vec3 y,vec3 m,float f)"
"{"
"float l=(f+8.)/(z*8.);"
"return pow(max(dot(reflect(m,v),y),0.),f)*l;"
"}"
"vec3 n(vec3 v,vec3 y,vec3 m,vec3 e)"
"{"
"vec3 i=vec3(0.,.1,.3)+r(y,m,60.)*vec3(.11,.16,.18)*.3;"
"i-=vec3(.73,.15,.66)*pow(f(1.-dot(y,-e),0.,1.),.7);"
"i+=vec3(f(y,m,e,60.))*.2;"
"return i;"
"}"
"vec3 f(vec3 v,float y,vec3 m,vec3 f,float z)"
"{"
"vec3 l=mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,f),0.),8.));"
"return mix(v,l,1.-exp(-y*z));"
"}"
"vec3 r(vec2 v,vec3 y,vec3 m,float z)"
"{"
"vec3 l=f(m-y),e=f(cross(vec3(0.,1.,0.),l)),i=cross(l,e),a=l*z,Z=a+v.x*e+v.y*i,g=f(Z);"
"return g;"
"}"
"vec3 h(vec3 v)"
"{"
"return v*=vec3(.9,.8,.7),v=pow(v,vec3(.45)),v=smoothstep(0.,1.,v),v+=1.-vec3(f((46.-y)*.5,0.,1.)),v;"
"}"
"vec3 f()"
"{"
"vec3 v=vec3(0.,f(6.-y,2.,6.),f(100.-y*11.,6.,100.));"
"if(y>7.5)"
"v+=vec3(0.,f(7.5-y,-1.,0.),0.);"
"if(y>10.5)"
"v=vec3(2.,-1.,1.);"
"if(y>12.)"
"v=vec3(-1.,-.7,4.);"
"if(y>14.5)"
"v=vec3(0.,0.,4.),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
"if(y>23.5)"
"v=vec3(3.,-.7,4.);"
"if(y>32.5)"
"v=vec3(-20.,10.,50.);"
"if(y>36.5)"
"v=vec3(3.,-.7,4.),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
"return v;"
"}"
"vec3 h()"
"{"
"vec3 v=vec3(0.,-.5,0.);"
"if(y>10.5)"
"v=vec3(1.7,-1.1,0.);"
"if(y>12.)"
"v=vec3(0.);"
"if(y>14.5)"
"v=mix(vec3(1.5,1.4,0.),vec3(-1.5,1.4,0.),(y-16.5)*.13);"
"if(y>23.5)"
"v=vec3(0.);"
"return v;"
"}"
"vec3 d(vec3 v)"
"{"
"if(y>10.75)"
"{"
"float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8.))*2.));"
"v=mix(v,c*(f*1.4),f*.76);"
"}"
"return v;"
"}"
"vec3 d(vec3 v,vec3 y,float m,float e)"
"{"
"return vec3(f(v,f(vec3(0.,.3,.8)),f(y),pow(10.,e)))*m;"
"}"
"vec3 l(vec2 v)"
"{"
"vec3 m=f(),l=r(v,m,h(),f((43.-y)*-2.,2.,25.)),i=vec3(0.);"
"float e=w(m,l,0),Z=0.;"
"if(e<500.)"
"{"
"vec3 z=m+l*e,a=r(z);"
"Z=w(z,0).y;"
"i+=vec3(.82,.5,.9)*f(z,vec3(10.,15.,25.),1.,.2,a,1e-10);"
"i+=vec3(.79,.66,.43)*f(z,vec3(4.,2.,-15.),1.,1.,a,1e-10);"
"i+=vec3(0.,.06,.7)*f(z,vec3(0.,0.,5.),f((y-29.)*100.,0.,50.),0.,a,3.1);"
"i+=vec3(.29,.28,.33)*f(dot(a,f(vec3(0.,1.,10.))),0.,1.);"
"if(Z==0.)"
"i*=vec3(.2,.3,.3)+d(a,l,.5,2.);"
"if(Z==1.)"
"i*=n(z,a,f(vec3(0.,.3,.8)),f(l));"
"if(Z==2.)"
"i*=vec3(.7,.7,.4)+x(z.xz*3.+1.5,.1,0);"
"if(Z==3.)"
"i*=vec3(.8,.8,.5)+x(z.xz*500.+1e5,.3,0);"
"if(Z==4.)"
"i*=vec3(0.,.08,.11)+d(a,l,.3,.7);"
"if(Z==5.)"
"i=c*.4;"
"if(Z==6.)"
"i*=vec3(.01,.04,.06)+d(a,l,.1,2.5);"
"}"
"i+=p*c*.25;"
"return h(d(f(i,e,l,vec3(0.,-.1,-1.),.01)));"
"}"
"void main()"
"{"
"vec2 v=vec2(1920,1080),f=gl_FragCoord.xy/v.xy,y=-1.+2.*f;"
"y.x*=v.x/v.y;"
"i=vec4(l(y),1.);"
"}";
#endif // FRAGMENT_INL_

18
src/shaders/post.frag Normal file
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@ -0,0 +1,18 @@
// A simple chromatic aberration example
// Mipmap fake glossy thing!
#version 130
uniform sampler2D o;
out vec4 i;
float hash(float c){return fract(sin(dot(c, 12.9898)) * 43758.5453);}
void main(){
i = vec4(0);
for(int t = 0; t < 25; t++){
vec2 uv = gl_FragCoord.xy*2./vec2(1920,1080);
float s1 = hash(float(t+dot(uv,uv)));
float s2 = hash(float(1-t+dot(uv,uv)));
vec2 f = 0.01*(-1.0+2.0*vec2(s1,s2));
i += vec4(textureLod(o, uv, (0.3+0.7*s1)*texture(o, (1.0+1.0*f)*uv).a*8).rgb,1);
}
i /= vec4(25);
}

30
src/shaders/post.inl Normal file
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@ -0,0 +1,30 @@
/* File generated with Shader Minifier 1.2
* http://www.ctrl-alt-test.fr
*/
#ifndef POST_INL_
# define POST_INL_
# define VAR_I "v"
# define VAR_O "f"
const char *post_frag =
"#version 130\n"
"uniform sampler2D f;"
"out vec4 v;"
"float t(float f)"
"{"
"return fract(sin(dot(f,12.9898))*43758.5453);"
"}"
"void main()"
"{"
"v=vec4(0);"
"for(int s=0;s<25;s++)"
"{"
"vec2 i=gl_FragCoord.xy*2./vec2(1920,1080);"
"float d=t(float(s+dot(i,i))),o=t(float(1-s+dot(i,i)));"
"vec2 m=.01*(-1.+2.*vec2(d,o));"
"v+=vec4(textureLod(f,i,(.3+.7*d)*texture(f,(1.+m)*i).w*8).xyz,1);"
"}"
"v/=vec4(25);"
"}";
#endif // POST_INL_