tän pitäisi tehdä shapeja
This commit is contained in:
98
src/main.cpp
98
src/main.cpp
@ -127,6 +127,42 @@ int __cdecl main(int argc, char* argv[])
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_uniform[FFT_SIZE / 4];
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.02f;
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/**
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* Definition of shape with 3 parameters in a vec3
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*
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* h position, v position, length
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*
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*/
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float vec3ShapeArray[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};
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float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
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int currentShape = 0; // mark location which shape we are currently building
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boolean isPlaying = false;
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float lastPlayPos = 0;
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float lastNote = 0.0f;
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/*GLfloat shapes[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};*/
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do
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -202,6 +238,68 @@ int __cdecl main(int argc, char* argv[])
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = syncs[5];
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if (captureSync >= 0.001f) {
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isPlaying = true;
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}
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if (isPlaying) {
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vec3ShapeArray[currentShape][1] = captureSync;
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vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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test[0] = captureSync; // y position
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test[1] = test[1] + shapeIncrement; // x position
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test[2] = 0.3f; // length
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}
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// when note changes -- reset
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if (lastNote != captureSync) {
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test[1] = 0.1f;
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test[2] = 0.0f;
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lastNote = captureSync;
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}
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// shape mover, if the shape isnt the current one - move it
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for (int i = 0; i < SHAPES_SIZE; ++i) {
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if (i != currentShape) {
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vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
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}
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}
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beenPlaying = isPlaying;
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// go through the array and start from the first when all shapes have been used
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if (beenPlaying) {
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if (currentShape <= SHAPES_SIZE) {
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++currentShape;
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}
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else {
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currentShape = 0;
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}
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}
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float flatShapes[15] = {
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vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
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vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
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vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
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vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
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vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
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};
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PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
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glUniform3fvProc(10, 3, flatShapes); // array of shapes
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glUniform3fvProc(40, 1, test); // test shape
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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@ -6,6 +6,8 @@ const float TAU = (2. * PI);
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[7];
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layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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layout(location = 700) uniform vec3 test; // shapes test
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float u_time = syncs[0];
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vec2 getUV() {
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@ -41,6 +43,10 @@ float getScaledFFT(int index, float scale, float offset) {
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return log(1.0 + raw * scale) + offset;
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}
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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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// Modify your mapScene function
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vec2 mapScene(in vec3 p) {
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float mat = 0.;
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@ -54,7 +60,7 @@ vec2 mapScene(in vec3 p) {
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// Hexagonal grid
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float hexGap = 0.2;
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/*
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for(float j = 0.; j < 16.; j++) {
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vec3 po = p;
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po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
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@ -85,6 +91,14 @@ vec2 mapScene(in vec3 p) {
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}
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}
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}
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*/
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// main note effect shapes
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a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.);
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d = min(d, a);
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if (d == a) {
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mat = 1.;
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}
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return vec2(d, mat);
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}
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@ -1,152 +1,132 @@
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// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
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#ifndef FRAGMENT_INL_
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# define FRAGMENT_INL_
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# define VAR_fft_output "n"
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# define VAR_o "f"
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# define VAR_fft_output "f"
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# define VAR_o "i"
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# define VAR_shapes "C"
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# define VAR_syncs "m"
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# define VAR_test "k"
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const char *fragment_frag =
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"#version 460\n"
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"precision mediump float;"
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"out vec4 f;"
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"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"out vec4 i;"
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"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"layout(location=0)uniform float m[7];"
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"layout(location=8)uniform float n[512];"
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"float c=m[0];"
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"float t(vec3 v,vec2 i)"
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"{"
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"v=abs(v);"
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"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
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"}"
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"float t(int v)"
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"{"
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"v=clamp(v,0,511);"
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"float i=n[v];"
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"return log(1.+i*15.);"
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"}"
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"layout(location=8)uniform float f[512];"
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"layout(location=600)uniform vec3 C[15];"
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"layout(location=700)uniform vec3 k;"
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"float l=m[0];"
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"vec2 t(vec3 v)"
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"{"
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"float i=0.,f=1e9,m=0.;"
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"vec2 n=vec2(7);"
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"for(float r=0.;r<16.;r++)"
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"{"
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"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
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"for(float v=0.;v<16.;v++)"
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"{"
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"c=mod(v,2.)==0.?"
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"c-vec3(1.8,0,1):"
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"c+vec3(-1.8,0,1);"
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"int y=int(length(vec2(v,r)-n.xy));"
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"m=t(c,vec2(.86,1.+t(y)*2.));"
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"f=min(f,m);"
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"if(f==m)"
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"i=1.;"
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"}"
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"}"
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"return vec2(f,i);"
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"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
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"i=min(i,m);"
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"if(i==m)"
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"n=1.;"
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"return vec2(i,n);"
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"}"
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"vec3 t(vec3 v,vec3 i,inout vec3 f)"
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"vec3 t(vec3 v,vec3 i,inout vec3 n)"
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"{"
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"float r=0.,m=0.,y=0.;"
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"for(int c=0;c<30;c++)"
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"float f=0.,r=0.,m=0.;"
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"for(int e=0;e<30;e++)"
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"{"
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"f=v+i*r;"
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"vec2 n=t(f);"
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"r+=n.x;"
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"m=n.y;"
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"if(r>1e2)"
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"n=v+i*f;"
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"vec2 l=t(n);"
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"f+=l.x;"
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"r=l.y;"
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"if(f>1e2)"
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"break;"
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"if(n.x<.001*r)"
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"if(l.x<.001*f)"
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"{"
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"y=1.;"
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"m=1.;"
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"break;"
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"}"
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"}"
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"if(r>1e2)"
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"r=0.;"
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"return vec3(r,m,y);"
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"if(f>1e2)"
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"f=0.;"
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"return vec3(f,r,m);"
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"}"
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"float t(vec3 v,vec3 i,float y)"
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"float t(vec3 v,vec3 f,float n)"
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"{"
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"float f=1.,r=.02;"
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"for(int c=0;c<6;c++)"
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"float i=1.,m=.02;"
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"for(int e=0;e<6;e++)"
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"{"
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"if(r>y)"
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"if(m>n)"
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"break;"
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"float m=t(v+r*i).x;"
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"f=min(f,m/(4.*r));"
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"r+=clamp(m,.1,.8);"
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"if(f<-1.)"
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"float l=t(v+m*f).x;"
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"i=min(i,l/(4.*m));"
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"m+=clamp(l,.1,.8);"
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"if(i<-1.)"
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"break;"
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"}"
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"f=max(f,-1.);"
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"return.25*(1.+f)*(1.+f)*(2.-f);"
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"i=max(i,-1.);"
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"return.25*(1.+i)*(1.+i)*(2.-i);"
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"}"
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"vec3 e(vec3 v)"
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"{"
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"vec2 i=vec2(.01,0);"
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"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
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"}"
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"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
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"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
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"{"
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"v-=f;"
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"float y=length(v);"
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"v-=l;"
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"float e=length(v);"
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"v=normalize(v);"
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"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
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"r=normalize(v-r);"
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"vec3 e=vec3(.04);"
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"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
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"y=t(f+c*.01,v,y);"
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"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
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"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
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"f=normalize(v-f);"
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"vec3 x=vec3(.04);"
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"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
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"e=t(l+m*.01,v,e);"
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"return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
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"}"
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"vec3 e(vec3 v,vec3 f,vec3 i,float y)"
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"vec3 e(vec3 v,vec3 i,vec3 f,float n)"
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"{"
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"float m=.01;"
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"vec3 c=vec3(0);"
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"if(y==0.)"
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"c=vec3(.8314,.2941,.2941),m=.1;"
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"else if(y==1.)"
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"c=vec3(.6196,.6118,.6118),m=.7;"
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"else if(y==2.)"
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"c=vec3(.3255,.4784,.3255),m=.2;"
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"else if(y==3.)"
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"c=vec3(.2471,.3059,.6314),m=1.;"
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"else if(y==4.)"
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"c=vec3(.9961,1,.9922),m=.1;"
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"else if(y==5.)"
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"c=vec3(.9961,1,.9922),m=.3;"
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"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
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"return c*max(vec3(0),v);"
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"vec3 l=vec3(0);"
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"if(n==0.)"
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"l=vec3(.8314,.2941,.2941),m=.1;"
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"else if(n==1.)"
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"l=vec3(.6196,.6118,.6118),m=.7;"
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"else if(n==2.)"
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"l=vec3(.3255,.4784,.3255),m=.2;"
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"else if(n==3.)"
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"l=vec3(.2471,.3059,.6314),m=1.;"
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"else if(n==4.)"
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"l=vec3(.9961,1,.9922),m=.1;"
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"else if(n==5.)"
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"l=vec3(.9961,1,.9922),m=.3;"
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"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,f,i,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,f,i,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,f,i,m)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
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"return l*max(vec3(0),v);"
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"}"
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"vec3 e(vec2 v,vec3 f)"
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"vec3 e(vec2 v,vec3 i)"
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"{"
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"f=normalize(vec3(0,-1,10)-f);"
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"vec3 m=normalize(cross(vec3(0,1,0),f));"
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"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
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"i=normalize(vec3(0,-1,10)-i);"
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"vec3 m=normalize(cross(vec3(0,1,0),i));"
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"return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
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"}"
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"vec3 e()"
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"{"
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"vec3 f;"
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"vec3 i;"
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"{"
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"float v=c*.06;"
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"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
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"float v=l*.06;"
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"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
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"}"
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"return f;"
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"return i;"
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"}"
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"vec3 e(vec2 v)"
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"{"
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"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
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"if(i.x>0.)"
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"vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);"
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"if(l.x>0.)"
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"{"
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"vec3 v=e(y);"
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"m=e(y,v,f,i.y);"
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"vec3 v=e(n);"
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"m=e(n,v,i,l.y);"
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"}"
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"return m;"
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"}"
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"void main()"
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"{"
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"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
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"f=vec4(v,1);"
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"i=vec4(v,1);"
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"}";
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#endif // FRAGMENT_INL_
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Block a user