The Gate shaderi

This commit is contained in:
2025-07-22 19:04:33 +03:00
parent 5e431e5a85
commit 3317747bdd
2 changed files with 632 additions and 389 deletions

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@ -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];
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
}
float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
}
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) {
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);
}
float sdHex(vec3 pos, float i, float angle) {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
return d1;
}
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
// Modify your mapScene function
vec2 mapScene(in vec3 p) {
float mat = 0.;
float d = 1e9;
float a = 0.;
vec2 rippleCenter = vec2(7.,7.);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid
float hexGap = 0.2;
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);
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.);
}
// Add individual hexagon ripples based on distance from center
int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
// Apply ripple to hexagon size and position
// 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);
if(d == a) {
mat = 1.;
}
}
}
return vec2(d, mat);
}
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;
}
}
if (t > 100.)
t = 0.;
return vec3(t, mat, hit);
}
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) {
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 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;
}
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
vec3 lightDir = normalize(lightPos - worldPos);
float lightDistance = length(lightPos - worldPos);
// Attenuation
float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
// Diffuse
float NdotL = max(dot(normal, lightDir), 0.0);
// Specular (Blinn-Phong)
vec3 halfDir = normalize(lightDir - viewDir);
float NdotH = max(dot(normal, halfDir), 0.0);
float specular = pow(NdotH, 32.0);
// Shadow
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
}
/* 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
*/
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
//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);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
shininess = 0.1;
} else if(material == 1.) {
outMaterial = vec3(0.6196, 0.6118, 0.6118);
shininess = .7;
} else if(material == 2.) {
outMaterial = vec3(0.3255, 0.4784, 0.3255);
shininess = .2;
} else if(material == 3.) {
outMaterial = vec3(0.2471, 0.3059, 0.6314);
shininess = 1.0;
} else if(material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .1;
} else if(material == 5.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
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;
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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) );
}
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
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);
}
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
return outMaterial * max(vec3(0.), lights);
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.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
}
float sdPyramid( vec3 p, float s)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
}
//////////////////
// ANIMATION //
//////////////////
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
//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);
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// 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;
}
// 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;
}
//////////////
// 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);
}
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,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
//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.;
// 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 vec3( d, mat, glo);
}
////////////////
// 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;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
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);
}
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<length(lightPos-p)) dif *= shadow;
return dif;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
}
vec3 postProcess(vec3 col) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV();
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
col = mix(col, col * d, 1.);
// Contrast
float contrast = .75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(1.0, 1.0, 1.0);
col = pow(col, vec3(0.4545)); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// Calculate camera's orthonormal basis
vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return rayDir;
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 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));
}
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 30.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 0.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
return cPos;
}
return camPos;
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;
}
// 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);
// 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);
}
// 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);
}
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.);
}

View File

@ -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)"
"{"
"f=v+i*r;"
"vec2 n=t(f);"
"r+=n.x;"
"m=n.y;"
"if(r>1e2)"
"break;"
"if(n.x<.001*r)"
"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)"
"{"
"y=1.;"
"break;"
"}"
"}"
"if(r>1e2)"
"r=0.;"
"return vec3(r,m,y);"
"}"
"float t(vec3 v,vec3 i,float y)"
"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)"
"{"
"float f=1.,r=.02;"
"for(int c=0;c<6;c++)"
"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++)"
"{"
"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)"
"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.)"
"{"
"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));"
"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);"
"}"
"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);"
"return vec3(c,f,i);"
"}"
"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 c=0.;"
"for(int i=0;i<100;i++)"
"{"
"float v=c*.06;"
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"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(i<length(y-v))"
"f*=m;"
"return f;"
"}"
"vec3 e(vec2 v)"
"float h(vec3 v,vec3 f,vec3 y,float m)"
"{"
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
"if(i.x>0.)"
"{"
"vec3 v=e(y);"
"m=e(y,v,f,i.y);"
"return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));"
"}"
"return m;"
"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)"
"{"
"float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));"
"v=mix(v,f*1.4*l,f*.76);"
"}"
"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_