hohkaminen alhaalta
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@ -13,6 +13,15 @@ layout(location = 700) uniform vec3 test; // shapes test
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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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// float u_time = syncs[0];
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vec3 palette(float t){
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vec3 a=vec3(0.46,0.2,0.94);
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vec3 b=vec3(0.66,0.64,0.77);
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vec3 c=vec3(0.91,0.62,0.97);
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vec3 d=vec3(0.26,0.2,0.84);
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return a+b*cos(6.28318*(c*t+d));
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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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@ -105,7 +114,7 @@ vec2 opU(vec2 d1, vec2 d2) {
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vec2 mapScene(in vec3 p) {
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float res = 1e8;
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float res = p.y;
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float mat = 0.;
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float hexRadius = 0.85;
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@ -428,6 +437,16 @@ vec3 render(vec2 uv) {
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col = shading(hitPos, nor, rayDir, t.y);
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}
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//glow from the bottom
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vec3 bGlowColor = palette(syncs[0] * .5); // color change
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float bGlowDistance = 0.3;
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vec3 p = camPos + t.x * rayDir;
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vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
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col += bGlowLevel;
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col = clamp(mix(bGlowLevel, col, t.z), 0.0, 1.0);
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// distance fog + bass thunder
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float fogAmount = 0.01;
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col = col * exp(-t.x * fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0 - exp(-t.x * fogAmount));
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