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