colors
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@ -8,11 +8,12 @@ layout(location = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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// float u_time = syncs[0];
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vec3 palette(float t){
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// paletti muunnos: arg 0.75 --> 0.
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vec3 palette(float t, float arg){
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vec3 a=vec3(0.39,0.56,0.47);
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vec3 b=vec3(0.54,0.56,0.51);
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vec3 c=vec3(0.45,0.79,0.42);
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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
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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
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return a+b*cos(6.28318*(c*t+d));
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}
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@ -85,10 +86,6 @@ float hexDistance(vec2 axial) {
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return max(abs(q), max(abs(r), abs(s)));
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}
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float sdSphere(vec3 p, float r) {
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return le(p) - r;
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}
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float hexPylon(vec3 p, vec2 h) {
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//vec3 p = vec3(p.x, p.z, p2.y);
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vec3 b = vec3(h.x, h.y, h.x);
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@ -110,13 +107,6 @@ 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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float noyce(vec2 axial) {
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if(mod(floor(syncs[0]), 2.) == 0.) {
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return mix(noise(axial, 0.1), noise(axial, 0.2), sin(syncs[0] * 2.));
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}
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return mix(noise(axial, 0.2), noise(axial, 0.1), sin(syncs[0] * 2.));
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}
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vec2 mapScene(in vec3 p) {
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float res = p.y;
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@ -129,10 +119,8 @@ vec2 mapScene(in vec3 p) {
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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 = noyce(hex.axial);
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// float hexHeight = 1.0 + fftVal * 5.0 + noise;
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float hexHeight = 1.0 + noise;
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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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// Rotate individual hex tiles if needed
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vec3 r = hex.local;
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@ -158,7 +146,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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vec2 res;
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// Raymarching
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for(int i = 0; i < 20; i++) {
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for(int i = 0; i < 40; 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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@ -180,21 +168,26 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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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 += cl(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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// Ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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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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// Specular
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float specularStrength = 11.5;
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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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// Combine
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return (ambient + diffuse + specular) * objectColor;
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}
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vec3 calcNormal(vec3 pos) {
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@ -203,6 +196,14 @@ vec3 calcNormal(vec3 pos) {
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return no(n);
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}
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vec3 pal(float color) {
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vec3 c = palette(color, 0.75);
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vec3 c2 = palette(color, 0.0);
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float t = clamp((syncs[0] - 12.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
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return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
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}
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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@ -215,30 +216,18 @@ vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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return mix(col, fogColor, fogAmount2);
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}
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vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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float shininess = 0.0;
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vec3 outMaterial = vec3(0.);
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vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
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vec3 outMaterial = vec3(0.0);
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if(material == 0.) {
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outMaterial = palette(p.y * 0.1);
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if(syncs[0] > 5.) {
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outMaterial = vec3(0.5);
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}
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outMaterial = mix(palette(p.y * 0.1), vec3(0.5), abs(sin(syncs[0] * 0.2)));
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shininess = 0.6;
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}
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if(material == 1.) {
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outMaterial = vec3(0.5);
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shininess = 0.6;
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}
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outMaterial = pal(p.y*p.y*0.01);
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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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vec3 lightDir = vec3(0., 2., 3);
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float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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//lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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outMaterial *= max(vec3(0.), lights); // output with lights;
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@ -289,11 +278,11 @@ vec3 render(vec2 uv) {
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if(t.x > 0.0) {
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vec3 nor = calcNormal(hitPos);
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col = shading(hitPos, nor, rayDir, t.y);
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col = shading(hitPos, nor, rayDir, camPos);
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}
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//glow from the bottom
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vec3 bGlowColor = palette(syncs[0] * .075); // color change
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vec3 bGlowColor = pal(syncs[0] * .075); // color change
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float bGlowDistance = 0.3;
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vec3 p = camPos + t.x * rayDir;
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