diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 78359b1..bee8090 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -7,345 +7,435 @@ const float PHI = sqrt(5.) * 0.5 + 0.5; layout(location = 0) uniform float syncs[7]; layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 float u_time = syncs[0]; +/* uses some snippets from: + * "Seascape" by Alexander Alekseev aka TDM - 2014 + * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + * Contact: tdmaav@gmail.com + */ -vec2 getUV() { - const vec2 scale = vec2(0.00104166667, 0.00185185185); - return gl_FragCoord.xy * scale - 1.0; +//precision mediump float; +vec2 u_resolution = vec2(1920,1080); +const float PI = 22./7.; + +vec3 no(vec3 v) { return normalize(v); } +float cl(float a, float b, float c) { return clamp(a,b,c); } + +// Rotate +mat2 rot2D(float angle) { + float s = sin(angle), c = cos(angle); + return mat2(c, -s, s, c); } -float noise(in vec2 xy, in float seed) { - return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); +float smax( float a, float b, float k ) +{ + float h = max(k-abs(a-b),0.0); + return max(a, b) + h*h*0.25/k; } -// Hexagonal prism, circumcircle variant -float fHexagonCircumcircle(vec3 p, vec2 h) { +float hash(vec2 p, int algo) +{ + if (algo == 1) { + float h = dot(p,vec2(127.1,311.7)); + return fract(sin(h)*43758.5453123); + } + p = 50. * fract( p*0.3183099); + return fract( p.x*p.y*(p.x+p.y) ); +} + +float noise(vec2 p, float scale, int a) +{ + vec2 i = floor( p ), + f = fract( p ), + u = f*f*(3.-2.*f); + float sc = scale; + if (a == 1) sc = 2.; + return -scale+sc*mix( mix( hash( i + vec2(0.), a), + hash( i + vec2(1.0,0.0), a ), u.x), + mix( hash( i + vec2(0.0,1.0), a), + hash( i + vec2(1.), a), u.x), u.y); +} + +///////////////// +// GEOMETRY // +///////////////// +/*float sdSphere(vec3 p, float r) { + return length(p)-r; +}*/ + +float sdCappedCylinder( vec3 p, float h, float r ) +{ + vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h); + return min(max(d.x,d.y),0.0) + length(max(d,0.0)); +} + +float sdBox2(vec3 p, vec3 b) { + vec3 q = abs(p) - b; + return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); +} + +float sdTriPrism( vec3 p, vec2 h, float rot ) +{ + p.xy *= rot2D(rot); vec3 q = abs(p); - return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x); - //this is mathematically equivalent to this line, but less efficient: - //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); + return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); } -float sdHex(vec3 pos, float i, float angle) { - float d1 = fHexagonCircumcircle(pos, vec2(0.86, i)); - return d1; +float sdPyramid( vec3 p, float s) +{ + p = abs(p); + return (p.x+p.y+p.z-s)*0.577;// 35027; } -float getScaledFFT(int index, float scale, float offset) { - // Clamp index to valid range - index = clamp(index, 0, 511); +////////////////// +// ANIMATION // +////////////////// - // Get raw FFT value - float raw = fft_output[index]; +// POSITIONS +//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); +//const vec3 glyph2Pos = vec3(2.0,0.0,0.0); - // Apply logarithmic scaling: log(1 + value * scale) + offset - return log(1.0 + raw * scale) + offset; +//const vec3 glyph4Pos = vec3(0.0,2.0,0.0) +//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); +//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); + +// DELAYS +float STARTDELAY = 9., glow = 0.; + +// POSITIONS + + +// COLORS +vec3 chevronColor = vec3(0.36, 0.9, 0.0); + +// with duration d, startTime s and speed up with timeFact +float timedSine(vec3 i) { + return min((u_time - i.y)*i.z, i.x*PI); } -// Modify your mapScene function -vec2 mapScene(in vec3 p) { - float mat = 0.; - float d = 1e9; - float a = 0.; +float calcFactor (float startTime) +{ + return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); +} - vec2 rippleCenter = vec2(7.,7.); - float rippleSpeed = 4.0; - float rippleFreq = 1.0; - float rippleDecay = 0.25; +// Animate ring movements +vec3 ringAnim(vec3 p) { + for (float i = 0.; i < 7.; i++) { + float rotateDelay = STARTDELAY + (i * 3.), o=1.; + if(u_time > rotateDelay) { + if(mod(i,2.) >= 1.) o = -1.; + p.xy *= rot2D(calcFactor(rotateDelay)*o); + } + } + return p; +} - // Hexagonal grid - float hexGap = 0.2; +// Animate prism movements +float prismAnim(vec2 i) { + if(u_time >= i.y) { + i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8)); + } + return i.x; +} - for(float j = 0.; j < 16.; j++) { - vec3 po = p; - po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); - po += vec3(0, 0., (1.88 + hexGap) * j); +////////////// +// SCENE // +////////////// +float sea_octave(vec2 uv, float choppy) { + uv += noise(uv, 1., 1); + vec2 wv = 1.0-abs(sin(uv)); + wv = mix(wv, abs(cos(uv)),wv); + return pow(1.0-pow(wv.x * wv.y,0.65),choppy); +} - for(float i = 0.; i < 16.; i++) { - if(mod(i, 2.) == 0.) { - po -= vec3(1.6 + hexGap, 0., 1.); - } else { - po += vec3(-(1.6 + hexGap), 0., 1.); - } +vec3 map(vec3 p, int displace) +{ + float mat = 0., glo = 1e3, + // Ring boxes + an = PI/12., + step, + anRot = floor(atan(p.y,p.x)/an + .5)*an; + vec3 q = p; + q.xy = rot2D(anRot)*q.xy; + float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, - // Add individual hexagon ripples based on distance from center - int hexDist = int(length(vec2(i, j) - rippleCenter.xy)); + // Main ring + d2 = abs(length(p.xy) - 1.8) - .2; + d = min(d,d2); - //float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay); + // Inner ring + d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 ); + d = max(-d2,d); - // Apply ripple to hexagon size and position + // Depth slice rings + d = smax( d, abs(p.z)-.1, .02 ); - // float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave - //float hexSize = fft_output[hexDist] * 5.0; - float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier - a = sdHex(po, 1. + hexSize, 0.); - d = min(d, a); + //Rotating glyphs + vec3 p2 = ringAnim(p), q2=p2; + an = PI/16.; + q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; + d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0); + d = min(d, d2); + if (d==d2) mat = 6.; - if(d == a) { - mat = 1.; + // Gate Base + d2 = 1e3; + float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2; + for(int i = 0; i < 4; i++) { + step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05; + d2 = min(d2, step); + stepDist += .2; + } + d2 += noise(p.xz * 50.+200., .007, 0); + d = min(d, d2); + if (d==d2) mat = 2.0; + + if (displace == 1) { + vec2 uv = p.xy; + for(int i = 0; i < 4; i++) { + d3 = sea_octave((uv+u_time)*freq,choppy); + d3 += sea_octave((uv-u_time)*freq,choppy); + h += d3 * amp; + uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; + choppy = mix(choppy,1.0,0.4); + } + } + d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); + d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); + d = min(d, d2); + if (d==d2) { + mat = 1.0; + } + + // sand + d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time); + d = min(d,d2); + if (d==d2) mat = 3.0; + + // pyradmid + d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.); + d = min(d, d2); + if (d==d2) mat=3.; + // Prisms + for(float i = 0.; i < 8.; i++ ) { + q = p; + anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.; + + // Nudge first and the last prism out of the ground + if (i == 1.) anRot += .2; + if (i == 7.) anRot -= .2; + q.xy = rot2D(anRot) * q.xy; + float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5; + // We can now call each prism by it's index + // draw all except the middle bottom prism + if (i > 0.) { + q.x -= 1.95; + vec3 q2 = q; // new point for movable parts + if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay)); + float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01; + d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02); + d2 = min(d2, prismTop); + d = min(d, d2); + // glyph locking thing material + if (d == d2) mat = 4.; + // glyph locking prism material + if( d == prismTop) if(u_time > rotateDelay + .2) { + mat = 5.; + glo = min(d2, prismTop); } } } - return vec2(d, mat); + return vec3( d, mat, glo); } -vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { - float t = 0.; - float mat = 0.; - float hit = 0.; - // Reduced from 40 to 24 steps - for(int i = 0; i < 30; i++) { - pos = ro + rd * t; - vec2 res = mapScene(pos); - // Increase step size multiplier for faster marching - t += res.x; - mat = res.y; - if(t > 100.) { // Reduced max distance - break; - } - if(res.x < 0.001 * t) { // Less precise hit detection - hit = 1.; - break; - } +//////////////// +// DRAWING // +//////////////// + +float rayMarch(vec3 ro, vec3 rd, int a) { + vec3 d; + float t = 0.; // total distance travelled + // Raymarching + for (int i = 0; i < 100; i++) { + d = map(ro + rd * t, 0); // Get distance to objects + if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6; + t += d.x; // "march" the ray + if (d.x < 1e-3 || t > 500.) break; } - if (t > 100.) - t = 0.; - - return vec3(t, mat, hit); + return t; } -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 += clamp(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); -} - -vec3 calcNormal(vec3 pos) { +vec3 getNormal(vec3 p) { vec2 e = vec2(.01, 0.); - vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x); - return normalize(n); + vec3 n = map(p, 1).x - vec3( + map(p-e.xyy,1).x, + map(p-e.yxy,1).x, + map(p-e.yyx,1).x); + return no(n); } -vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) { - // Light vector from surface to light - vec3 lightDir = lightPos - worldPos; - float lightDistance = length(lightDir); - lightDir = normalize(lightDir); - - // Attenuation (quadratic falloff) - float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance); - - // Diffuse lighting (Lambert) - float NdotL = max(dot(normal, lightDir), 0.0); - vec3 diffuse = lightColor * NdotL * attenuation; - - // Specular lighting (Blinn-Phong) - vec3 halfDir = normalize(lightDir + (-viewDir)); - float NdotH = max(dot(normal, halfDir), 0.0); - float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess - vec3 specular = lightColor * pow(NdotH, shininess) * attenuation; - - // Fresnel effect - vec3 F0 = vec3(0.04); // Base reflectance for dielectrics - vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0); - - // Soft shadows - float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0); - - // Combine diffuse and specular with shadow - return (diffuse + specular * fresnel) * shadow; +float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) { + vec3 l = no(lightPos - p); + float len = length( lightPos - p ); // Distance from the light to the surface point. + float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len), + d = rayMarch(p+n*.0025, l, 1); + if(d 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.); + // close up shot for 1st glyph lock + if (u_time > 10.5) cPos = vec3(2.,-1.,1.); + // zoom away for 2nd glyph animation + if (u_time > 12.) cPos = vec3(-1., -.7, 4.); + if (u_time > 14.5) { + cPos = vec3(0., 0., 4.); + cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05); + cPos.xz *= rot2D(sin((u_time-16.5)*0.1)); + } + if (u_time > 23.5) + { + cPos = vec3(3., -.7, 4.); + } + if (u_time > 32.5) + { + cPos = vec3(-20.,10.,50.); + } + if (u_time > 36.5) { + cPos = vec3(3., -.7, 4.); + cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025)); + cPos.xz *= rot2D(sin((u_time-36.5)*0.07)); } - return camPos; + return cPos; } -// Main camera function that combines everything -vec3 setupCamera(vec2 uv, float time, int positionMode) { - vec3 camPos = getCameraPosition(time, positionMode); - vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed - float fov = 1.; - - return getCameraRay(uv, camPos, camTarget, fov); +vec3 cameraPointAt() { + vec3 p = vec3(0., -.5, 0.); + // look at 1st glyph + if (u_time > 10.5) p = vec3(1.7,-1.1,0.); + // look gate at distance + if(u_time > 12.) p = vec3(0.); + if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13); + if(u_time > 23.5) p = vec3(0.); + return p; } -// Simplified version of your render function using the new camera system -vec3 render(vec2 uv) { - // Choose camera modes: - // Position: 0=static, 1=orbit, 2=smooth, 3=walk - // Ray: 0=standard, 1=zoom, 2=dof - int positionMode = 2; // Static - - vec3 rayDir = setupCamera(uv, u_time, positionMode); - vec3 camPos = getCameraPosition(u_time, positionMode); - - vec3 col = vec3(0.102, 0.2431, 0.3412); - vec3 hitPos = vec3(0); - vec3 t = castRay(camPos, rayDir, hitPos); - - if(t.x > 0.0) { - vec3 nor = calcNormal(hitPos); - col = shading(hitPos, nor, rayDir, t.y); +// flash screen with glyph color when it is locked +vec3 colorFlashesAnim(vec3 col) { + if(u_time > 10.75) { + float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.))); + col = mix(col, chevronColor * (x * 1.4), x *.76); } - return col; } +vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) +{ + return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount; +} + +vec3 sceneGate(vec2 uv) +{ + // Initialization + vec3 ro = cameraPos(), + rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)), + col = vec3(0.); + float d = rayMarch(ro, rd,0), mat = 0.; + + if (d < 500.) { + // Lighting + vec3 p = ro + rd * d, + n = getNormal(p); + mat = map(p,0).y; + // Light 1 Arguments + // 1: Ray starting point + // 2: Light position + // 3: Light intensity + // 4: Shadow intensity + + // Lights + col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10); + col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10); + col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1); + // indirect lightning -> vec3 in normalize is light direction + col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.); + + if(mat==0.) + col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.); + if(mat==1.) + col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd)); + if(mat==2.) + col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0); + if(mat==3.) + col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0); + if(mat==4.) + col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); + if(mat ==5.) + col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3); + if(mat == 6.) + col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); + } + col += glow * chevronColor*.25; + return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01))); +} + void main() { - - vec3 finalColor = render(getUV()); - - //finalColor = postProcess(finalColor); - - o = vec4(finalColor, 1.); - + o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.); } \ No newline at end of file diff --git a/src/shaders/fragment.inl b/src/shaders/fragment.inl index bcae441..39a9069 100644 --- a/src/shaders/fragment.inl +++ b/src/shaders/fragment.inl @@ -1,152 +1,305 @@ // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) #ifndef FRAGMENT_INL_ # define FRAGMENT_INL_ -# define VAR_fft_output "n" +# define VAR_fft_output "p" # define VAR_o "f" -# define VAR_syncs "m" +# define VAR_syncs "a" const char *fragment_frag = "#version 460\n" "precision mediump float;" "out vec4 f;" - "const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;" - "layout(location=0)uniform float m[7];" - "layout(location=8)uniform float n[512];" - "float c=m[0];" - "float t(vec3 v,vec2 i)" + "const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;" + "layout(location=0)uniform float a[7];" + "layout(location=8)uniform float p[512];" + "float y=a[0];" + "vec2 c=vec2(1920,1080);" + "const float z=22./7.;" + "vec3 n(vec3 v)" + "{" + "return normalize(v);" + "}" + "float n(float v,float f,float y)" + "{" + "return clamp(v,f,y);" + "}" + "mat2 n(float v)" + "{" + "float f=sin(v);" + "v=cos(v);" + "return mat2(v,-f,f,v);" + "}" + "float x(float v,float y,float m)" + "{" + "float z=max(m-abs(v-y),0.);" + "return max(v,y)+z*z*.25/m;" + "}" + "float n(vec2 v,int y)" + "{" + "if(y==1)" + "{" + "float y=dot(v,vec2(127.1,311.7));" + "return fract(sin(y)*43758.5453123);" + "}" + "v=50.*fract(v*.3183099);" + "return fract(v.x*v.y*(v.x+v.y));" + "}" + "float n(vec2 v,float y,int f)" + "{" + "vec2 m=floor(v);" + "v=fract(v);" + "v=v*v*(3.-2.*v);" + "float z=y;" + "if(f==1)" + "z=2.;" + "return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);" + "}" + "float n(vec3 v,float y,float m)" + "{" + "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" + "return min(max(f.x,f.y),0.)+length(max(f,0.));" + "}" + "float n(vec3 v,vec3 y)" + "{" + "v=abs(v)-y;" + "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);" + "}" + "float n(vec3 v,vec2 y)" + "{" + "v.xy*=n(.5);" + "vec3 m=abs(v);" + "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" + "}" + "float x(vec3 v)" "{" "v=abs(v);" - "return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);" + "return(v.x+v.y+v.z-60.)*.577;" "}" - "float t(int v)" + "float s=0.;" + "vec3 l=vec3(.36,.9,0);" + "float t(vec3 v)" "{" - "v=clamp(v,0,511);" - "float i=n[v];" - "return log(1.+i*15.);" + "return min((y-v.y)*v.z,v.x*z);" "}" - "vec2 t(vec3 v)" + "vec3 w(vec3 v)" "{" - "float i=0.,f=1e9,m=0.;" - "vec2 n=vec2(7);" - "for(float r=0.;r<16.;r++)" + "for(float f=0.;f<7.;f++)" "{" - "vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);" - "for(float v=0.;v<16.;v++)" + "float m=9.+f*3.,z=1.;" + "if(y>m)" "{" - "c=mod(v,2.)==0.?" - "c-vec3(1.8,0,1):" - "c+vec3(-1.8,0,1);" - "int y=int(length(vec2(v,r)-n.xy));" - "m=t(c,vec2(.86,1.+t(y)*2.));" - "f=min(f,m);" - "if(f==m)" - "i=1.;" + "if(mod(f,2.)>=1.)" + "z=-1.;" + "v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);" "}" "}" - "return vec2(f,i);" + "return v;" "}" - "vec3 t(vec3 v,vec3 i,inout vec3 f)" + "float n(vec2 v)" "{" - "float r=0.,m=0.,y=0.;" - "for(int c=0;c<30;c++)" + "if(y>=v.y)" + "v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);" + "return v.x;" + "}" + "float n(vec2 v,float f)" + "{" + "v+=n(v,1.,1);" + "vec2 y=1.-abs(sin(v));" + "y=mix(y,abs(cos(v)),y);" + "return pow(1.-pow(y.x*y.y,.65),f);" + "}" + "vec3 n(vec3 v,int m)" + "{" + "float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;" + "vec3 l=v;" + "l.xy=n(s)*l.xy;" + "float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;" + "c=min(c,d);" + "d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);" + "c=x(max(-d,c),abs(v.z)-.1,.02);" + "vec3 p=w(v),t=p;" + "r=z/16.;" + "t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;" + "d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);" + "c=min(c,d);" + "if(c==d)" + "f=6.;" + "d=1e3;" + "r=1.5;" + "float e=0.,u,g=4.,C=.6,F=.2;" + "for(int f=0;f<4;f++)" + "a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;" + "d+=n(v.xz*50.+2e2,.007,0);" + "c=min(c,d);" + "if(c==d)" + "f=2.;" + "if(m==1)" "{" - "f=v+i*r;" - "vec2 n=t(f);" - "r+=n.x;" - "m=n.y;" - "if(r>1e2)" - "break;" - "if(n.x<.001*r)" + "vec2 f=v.xy;" + "for(int v=0;v<4;v++)" + "u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" + "}" + "d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));" + "c=min(c,d);" + "if(c==d)" + "f=1.;" + "d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);" + "c=min(c,d);" + "if(c==d)" + "f=3.;" + "d=x(v+vec3(-75,0,100));" + "c=min(c,d);" + "if(c==d)" + "f=3.;" + "for(float m=0.;m<8.;m++)" + "{" + "l=v;" + "s=24.67/(z*2.)+(m+1.)*z/4.;" + "if(m==1.)" + "s+=.2;" + "if(m==7.)" + "s-=.2;" + "l.xy=n(s)*l.xy;" + "float r=9.+(m-1.)*3.+1.5;" + "if(m>0.)" "{" - "y=1.;" - "break;" + "l.x-=1.95;" + "vec3 v=l;" + "if(y>r)" + "v.x=n(vec2(v.x,r));" + "float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;" + "d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);" + "c=min(c,d);" + "if(c==d)" + "f=4.;" + "if(c==m)" + "if(y>r+.2)" + "f=5.,i=min(d,m);" "}" "}" - "if(r>1e2)" - "r=0.;" - "return vec3(r,m,y);" + "return vec3(c,f,i);" "}" - "float t(vec3 v,vec3 i,float y)" - "{" - "float f=1.,r=.02;" - "for(int c=0;c<6;c++)" - "{" - "if(r>y)" - "break;" - "float m=t(v+r*i).x;" - "f=min(f,m/(4.*r));" - "r+=clamp(m,.1,.8);" - "if(f<-1.)" - "break;" - "}" - "f=max(f,-1.);" - "return.25*(1.+f)*(1.+f)*(2.-f);" - "}" - "vec3 e(vec3 v)" - "{" - "vec2 i=vec2(.01,0);" - "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));" - "}" - "vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)" - "{" - "v-=f;" - "float y=length(v);" - "v=normalize(v);" - "float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);" - "r=normalize(v-r);" - "vec3 e=vec3(.04);" - "e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);" - "y=t(f+c*.01,v,y);" - "return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;" - "}" - "vec3 e(vec3 v,vec3 f,vec3 i,float y)" - "{" - "float m=.01;" - "vec3 c=vec3(0);" - "if(y==0.)" - "c=vec3(.8314,.2941,.2941),m=.1;" - "else if(y==1.)" - "c=vec3(.6196,.6118,.6118),m=.7;" - "else if(y==2.)" - "c=vec3(.3255,.4784,.3255),m=.2;" - "else if(y==3.)" - "c=vec3(.2471,.3059,.6314),m=1.;" - "else if(y==4.)" - "c=vec3(.9961,1,.9922),m=.1;" - "else if(y==5.)" - "c=vec3(.9961,1,.9922),m=.3;" - "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;" - "return c*max(vec3(0),v);" - "}" - "vec3 e(vec2 v,vec3 f)" - "{" - "f=normalize(vec3(0,-1,10)-f);" - "vec3 m=normalize(cross(vec3(0,1,0),f));" - "return normalize(v.x*m+v.y*normalize(cross(f,m))+f);" - "}" - "vec3 e()" + "float n(vec3 v,vec3 y,int m)" "{" "vec3 f;" - "{" - "float v=c*.06;" - "f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);" - "}" + "float c=0.;" + "for(int i=0;i<100;i++)" + "{" + "f=n(v+y*c,0);" + "if(m==0&&f.z<.3)" + "s+=pow(.01/f.z,.8)*.6;" + "c+=f.x;" + "if(f.x<.001||c>5e2)" + "break;" + "}" + "return c;" + "}" + "vec3 h(vec3 v)" + "{" + "vec2 f=vec2(.01,0);" + "return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));" + "}" + "float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)" + "{" + "vec3 d=n(y-v);" + "f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));" + "i=n(v+c*.0025,d,1);" + "if(i0.)" + "return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));" + "}" + "vec3 h(vec3 v,vec3 y,vec3 f,vec3 m)" + "{" + "return vec3(0,.1,.3)+pow(dot(y,f)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(n(1.-dot(y,-m),0.,1.),.7)+vec3(h(y,f,m,60.))*.2;" + "}" + "vec3 h(vec2 v,vec3 y,vec3 f,float m)" + "{" + "y=n(f-y);" + "f=n(cross(vec3(0,1,0),y));" + "return n(y*m+v.x*f+v.y*cross(y,f));" + "}" + "vec3 h()" + "{" + "vec3 v=vec3(0,n(6.-y,2.,6.),n(1e2-y*11.,6.,1e2));" + "if(y>7.5)" + "v+=vec3(0,n(7.5-y,-1.,0.),0);" + "if(y>10.5)" + "v=vec3(2,-1,1);" + "if(y>12.)" + "v=vec3(-1,-.7,4);" + "if(y>14.5)" + "v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));" + "if(y>23.5)" + "v=vec3(3,-.7,4);" + "if(y>32.5)" + "v=vec3(-20,10,50);" + "if(y>36.5)" + "v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));" + "return v;" + "}" + "vec3 n()" + "{" + "vec3 v=vec3(0,-.5,0);" + "if(y>10.5)" + "v=vec3(1.7,-1.1,0);" + "if(y>12.)" + "v=vec3(0);" + "if(y>14.5)" + "v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);" + "if(y>23.5)" + "v=vec3(0);" + "return v;" + "}" + "vec3 r(vec3 v)" + "{" + "if(y>10.75)" "{" - "vec3 v=e(y);" - "m=e(y,v,f,i.y);" + "float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));" + "v=mix(v,f*1.4*l,f*.76);" "}" - "return m;" + "return v;" + "}" + "vec3 h(vec3 v,vec3 y,float f,float m)" + "{" + "return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;" + "}" + "vec3 h(vec2 v)" + "{" + "vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);" + "float z=n(f,m,0),i=0.;" + "if(z<5e2)" + "{" + "vec3 v=f+m*z,d=h(v);" + "i=n(v,0).y;" + "c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);" + "c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);" + "c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);" + "c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);" + "if(i==0.)" + "c*=vec3(.2,.3,.3)+h(d,m,.5,2.);" + "if(i==1.)" + "c*=h(v,d,n(vec3(0,.3,.8)),n(m));" + "if(i==2.)" + "c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);" + "if(i==3.)" + "c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);" + "if(i==4.)" + "c*=vec3(0,.08,.11)+h(d,m,.3,.7);" + "if(i==5.)" + "c=l*.4;" + "if(i==6.)" + "c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);" + "}" + "c+=s*l*.25;" + "return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));" "}" "void main()" "{" - "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" - "f=vec4(v,1);" + "f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);" "}"; #endif // FRAGMENT_INL_