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2025-08-01 13:36:52 +03:00

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@ -13,19 +13,10 @@ vec3 palette(float t, float arg, float arg2){
vec3 a=vec3(0.52,0.56,0.47); vec3 a=vec3(0.52,0.56,0.47);
vec3 b=vec3(0.62,0.56,0.51); vec3 b=vec3(0.62,0.56,0.51);
vec3 c=vec3(0.43,0.79,0.42); vec3 c=vec3(0.43,0.79,0.42);
vec3 d=vec3(arg,0.42,arg2); // t<>st<73> viimenen floatti siirrett<74>v<EFBFBD> 0, kun tehd<68><64>n paletti switch vec3 d=vec3(arg,0.42,arg2);
return a+b*cos(6.28318*(c*t+d)); return a+b*cos(6.28318*(c*t+d));
} }
/*
vec3 palette(float t){
vec3 a=vec3(0.52,0.56,0.47);
vec3 b=vec3(0.62,0.56,0.51);
vec3 c=vec3(0.43,0.79,0.42);
vec3 d=vec3(0,0.42,0.63);
return a+b*cos(6.28318*(c*t+d));
}
*/
vec2 getUV() { vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185); const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0; return gl_FragCoord.xy * scale - 1.0;
@ -116,41 +107,12 @@ vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2; return (d1.x < d2.x) ? d1 : d2;
} }
#define PI 3.14159265 float sdSphere(vec3 p, float r){
#define TAU 6.2831853 return length(p) -r;
#define HEX_SIZE 1.0
#define PYLON_HEIGHT 4.0
// Rotate 2D vector
vec2 rotate(vec2 p, float a) {
float s = sin(a), c = cos(a);
return vec2(c*p.x - s*p.y, s*p.x + c*p.y);
}
// Hexagonal tiling
vec2 hex(vec2 p) {
vec2 q = vec2(
p.x * 2.0 / 3.0,
(-p.x + sqrt(3.0) * p.y) / 3.0
);
return q;
}
// Signed distance function for pylon
float pylon(vec3 p) {
float radius = 0.5;
float d = length(p.xz) - radius;
d = max(d, -p.y);
d = max(d, p.y - PYLON_HEIGHT);
return d;
} }
// Scene mapping with occlusion-aware SDF blending // Scene mapping with occlusion-aware SDF blending
vec2 mapScene(vec3 p) { vec2 mapScene(vec3 p) {
//vec2 h = hex(p.xz / HEX_SIZE);
//vec2 id = floor(h);
//vec2 f = fract(h);
float dist = 20.; float dist = 20.;
int repeat = 0; int repeat = 0;
if((length(p.xz)) < 2*dist){ if((length(p.xz)) < 2*dist){
@ -163,7 +125,6 @@ vec2 mapScene(vec3 p) {
repeat = 5; repeat = 5;
} }
//int repeat = 2;
// mitigate neighbor occlusion with anti-bleed blending // mitigate neighbor occlusion with anti-bleed blending
float minDist = 1e9; float minDist = 1e9;
for (int dx = -repeat; dx <= repeat; ++dx) { for (int dx = -repeat; dx <= repeat; ++dx) {
@ -187,35 +148,6 @@ vec2 mapScene(vec3 p) {
return vec2(minDist,0.); return vec2(minDist,0.);
} }
//vec2 mapScene(in vec3 p) {
//
// float res = p.y;
// float mat = 0.;
//
// float hexRadius = 0.83;
// vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
// HexData hex = hexTile(hexpos, 1.1);
//
// float distFromCenter = hexDistance(hex.axial);
// int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
// float fftVal = fft_output[fftIndex];
// float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
// float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);;
//
// // Rotate individual hex tiles if needed
// vec3 r = hex.local;
// // r.yz *= rot2D(PI * 0.5);
// r.xz *= rot2D(0.5);
//
// //float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
// float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
//
// res = (d1 < res) ? d1 : res;
//
// return vec2(res, mat);
//}
//////////////// ////////////////
// RAYCAST // // RAYCAST //
//////////////// ////////////////
@ -263,55 +195,54 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
return vec3(t, mat, hit); return vec3(t, mat, hit);
} }
//vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// float mat = 0.;
// float hit = 0.;
// float t = 0.;
// vec2 res;
//
// // Raymarching
// for(int i = 0; i < 50; i++) {
// pos = ro + rd * t;
// res = mapScene(pos); // Get distance to objects, x = dist, y = material
// mat = res.y;
// t += res.x; // "march" the ray
//
// // if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
// if(abs(res.x) < 0.001) {
// hit = 1.;
// break;
// }
// if(t > 300)
// break;
//
// }
//
// return vec3(t, mat, hit);
//}
//////////////// ////////////////
// SHADING // // SHADING //
//////////////// ////////////////
vec3 phongLighting(vec3 p, vec3 normal, vec3 lightPos, vec3 viewPos, vec3 lightColor, vec3 objectColor) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
vec3 lightDir = normalize(lightPos - p); float res = 1.0;
vec3 viewDir = normalize(viewPos - p); float t = mint;
vec3 reflectDir = reflect(-lightDir, normal); for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
// Ambient vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
float ambientStrength = 0.1; // Light vector from surface to light
vec3 ambient = ambientStrength * lightColor; float roughness = 1.0;
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// Diffuse // Attenuation (quadratic falloff)
float diff = max(dot(normal, lightDir), 0.0); float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
vec3 diffuse = diff * lightColor;
// Specular // Diffuse lighting (Lambert)
float specularStrength = 13.5; float NdotL = max(dot(normal, lightDir), 0.0);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); // shininess vec3 diffuse = lightColor * NdotL * attenuation;
vec3 specular = specularStrength * spec * lightColor;
// Combine // Specular lighting (Blinn-Phong)
return (ambient + diffuse + specular) * objectColor; vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow * shadow;
} }
vec3 calcNormal(vec3 pos) { vec3 calcNormal(vec3 pos) {
@ -351,7 +282,29 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
lights += phongLighting(p, n, vec3(4., 4., -4.), dir, vec3(2.51), outMaterial); lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n);
// LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 25.; // Circle radius
float particleHeight = 15.; //(syncs[5] * 40.);
float particlePos = (syncs[0] * 0.5) + syncs[5];
// Map param to angle
float particleStartPos = particlePos * 2.0 * PI;
// Direction from center to initial circle position (in XY plane)
vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
float r = max(maxRadius - 0.0, maxRadius);
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
// Final object position = center (offset) + radial movement
vec3 center = particleOffset; // Circle center
vec3 objPos = center + particleDir * r; // Object slides inward
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
vec3 lightDir = vec3(0., 2., 3); vec3 lightDir = vec3(0., 2., 3);