This commit is contained in:
2025-07-31 22:08:10 +03:00
parent 80ca9a1d40
commit 2b9b576f78

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@ -8,11 +8,12 @@ layout(location = 0) uniform float syncs[11];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
// float u_time = syncs[0];
vec3 palette(float t){
// paletti muunnos: arg 0.75 --> 0.
vec3 palette(float t, float arg){
vec3 a=vec3(0.39,0.56,0.47);
vec3 b=vec3(0.54,0.56,0.51);
vec3 c=vec3(0.45,0.79,0.42);
vec3 d=vec3(0.08,0.37,0.75); // t<>st<73> viimenen floatti siirrett<74>v<EFBFBD> 0, kun tehd<68><64>n paletti switch
vec3 d=vec3(0.08,0.37,arg); // t<>st<73> viimenen floatti siirrett<74>v<EFBFBD> 0, kun tehd<68><64>n paletti switch
return a+b*cos(6.28318*(c*t+d));
}
@ -85,10 +86,6 @@ float hexDistance(vec2 axial) {
return max(abs(q), max(abs(r), abs(s)));
}
float sdSphere(vec3 p, float r) {
return le(p) - r;
}
float hexPylon(vec3 p, vec2 h) {
//vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
@ -110,13 +107,6 @@ vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2;
}
float noyce(vec2 axial) {
if(mod(floor(syncs[0]), 2.) == 0.) {
return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
}
return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
}
vec2 mapScene(in vec3 p) {
float res = p.y;
@ -129,10 +119,8 @@ vec2 mapScene(in vec3 p) {
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
float fftVal = fft_output[fftIndex];
float noise = noyce(hex.axial);
// float hexHeight = 1.0 + fftVal * 5.0 + noise;
float hexHeight = 1.0 + noise;
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;
@ -158,7 +146,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
vec2 res;
// Raymarching
for(int i = 0; i < 20; i++) {
for(int i = 0; i < 40; i++) {
pos = ro + rd * t;
res = mapScene(pos); // Get distance to objects, x = dist, y = material
mat = res.y;
@ -180,21 +168,26 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
////////////////
// SHADING //
////////////////
vec3 phongLighting(vec3 p, vec3 normal, vec3 lightPos, vec3 viewPos, vec3 lightColor, vec3 objectColor) {
vec3 lightDir = normalize(lightPos - p);
vec3 viewDir = normalize(viewPos - p);
vec3 reflectDir = reflect(-lightDir, normal);
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
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 += cl(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
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
// Diffuse
float diff = max(dot(normal, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular
float specularStrength = 11.5;
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0); // shininess
vec3 specular = specularStrength * spec * lightColor;
// Combine
return (ambient + diffuse + specular) * objectColor;
}
vec3 calcNormal(vec3 pos) {
@ -203,6 +196,14 @@ vec3 calcNormal(vec3 pos) {
return no(n);
}
vec3 pal(float color) {
vec3 c = palette(color, 0.75);
vec3 c2 = palette(color, 0.0);
float t = clamp((syncs[0] - 12.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
@ -215,30 +216,18 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
return mix(col, fogColor, fogAmount2);
}
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
float shininess = 0.0;
vec3 outMaterial = vec3(0.);
vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
vec3 outMaterial = vec3(0.0);
if(material == 0.) {
outMaterial = palette(p.y * 0.1);
if(syncs[0] > 5.) {
outMaterial = vec3(0.5);
}
outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
shininess = 0.6;
}
if(material == 1.) {
outMaterial = vec3(0.5);
shininess = 0.6;
}
outMaterial = pal(p.y*p.y*0.01);
vec3 lights = vec3(0.);
lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
vec3 lightDir = vec3(0., 2., 3);
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
//lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
outMaterial *= max(vec3(0.), lights); // output with lights;
@ -289,11 +278,11 @@ vec3 render(vec2 uv) {
if(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
col = shading(hitPos, nor, rayDir, camPos);
}
//glow from the bottom
vec3 bGlowColor = palette(syncs[0] * .075); // color change
vec3 bGlowColor = pal(syncs[0] * .075); // color change
float bGlowDistance = 0.3;
vec3 p = camPos + t.x * rayDir;