optimointeja

This commit is contained in:
Teemu Järvisalo
2025-08-01 15:08:41 +03:00
parent 266e4bd85d
commit 353c4440ea

View File

@ -89,6 +89,7 @@ float hexDistance(vec2 axial) {
return max(abs(q), max(abs(r), abs(s))); return max(abs(q), max(abs(r), abs(s)));
} }
/*
float hexPylon(vec3 p, vec2 h) { float hexPylon(vec3 p, vec2 h) {
//vec3 p = vec3(p.x, p.z, p2.y); //vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x); vec3 b = vec3(h.x, h.y, h.x);
@ -100,11 +101,12 @@ float hexPylon(vec3 p, vec2 h) {
// and larger numbers give a more rounded look. // and larger numbers give a more rounded look.
return lev3(max(abs(p) - b + .15, 0.)) - .15; return lev3(max(abs(p) - b + .15, 0.)) - .15;
} }
*/
////////////// //////////////
// SCENE // // SCENE //
////////////// //////////////
/*
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) ) // instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU(vec2 d1, vec2 d2) { vec2 opU(vec2 d1, vec2 d2) {
return (d1.x < d2.x) ? d1 : d2; return (d1.x < d2.x) ? d1 : d2;
@ -113,6 +115,7 @@ vec2 opU(vec2 d1, vec2 d2) {
float sdSphere(vec3 p, float r){ float sdSphere(vec3 p, float r){
return lev3(p) -r; return lev3(p) -r;
} }
*/
// Scene mapping with occlusion-aware SDF blending // Scene mapping with occlusion-aware SDF blending
vec2 mapScene(vec3 p) { vec2 mapScene(vec3 p) {
@ -195,6 +198,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
//////////////// ////////////////
// SHADING // // SHADING //
//////////////// ////////////////
/*
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0; float res = 1.0;
float t = mint; float t = mint;
@ -210,10 +214,11 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
res = max(res, -1.0); res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res); return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
} }
*/
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) { vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
// Light vector from surface to light // Light vector from surface to light
float roughness = 1.0; //float roughness = 1.0;
vec3 lightDir = lightPos - worldPos; vec3 lightDir = lightPos - worldPos;
float lightDistance = lev3(lightDir); float lightDistance = lev3(lightDir);
lightDir = no(lightDir); lightDir = no(lightDir);
@ -226,20 +231,21 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
vec3 diffuse = lightColor * NdotL * attenuation; vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong) // Specular lighting (Blinn-Phong)
/*
vec3 halfDir = no(lightDir + (-viewDir)); vec3 halfDir = no(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0); float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation; */
vec3 specular = lightColor * attenuation;
// Fresnel effect // Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics //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); //vec3 fresnel = F0 + (1.0 - F0) * pow(cl(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 // Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow * shadow; // return (diffuse + specular * fresnel) * shadow * shadow;
//return (diffuse * fresnel);
return diffuse + specular;
} }
vec3 calcNormal(vec3 pos) { vec3 calcNormal(vec3 pos) {
@ -279,8 +285,9 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
vec3 lights = vec3(0.); vec3 lights = vec3(0.);
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial); //lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n); lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.7, 0.3, 0.7), 20.0, p, dir, n);
/*
// LIGHT CHANGING WITH CIRCLE RADIUS // LIGHT CHANGING WITH CIRCLE RADIUS
float maxRadius = 25.; // Circle radius float maxRadius = 25.; // Circle radius
float particleHeight = 15.; //(syncs[5] * 40.); float particleHeight = 15.; //(syncs[5] * 40.);
@ -302,11 +309,12 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.)); //res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n); lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
*/
vec3 lightDir = vec3(0., 2., 3); vec3 lightDir = vec3(0., 2., 3);
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
//lights += vec3(0.08, 0.62, 0.75) * ind * 0.8; lights += vec3(0.6, 0.6, 0.6) * ind * 0.6;
outMaterial *= max(vec3(0.), lights); // output with lights; outMaterial *= max(vec3(0.), lights); // output with lights;
@ -326,10 +334,10 @@ vec3 postProcess(vec3 col) {
col = pow(col, vec3(.55)); // gamma 2.2 col = pow(col, vec3(.55)); // gamma 2.2
// fade in at the beginning // fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.)); //col*=vec3(cl((u_time-1.8)*0.5,0., 1.));
// fade out at the end // fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.)); // col*=vec3(cl((120.-u_time)*.35, 0., 1.));
return col; return col;
} }
@ -345,10 +353,10 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
vec3 render(vec2 uv) { vec3 render(vec2 uv) {
vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0); vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed // vec3 camTarget = vec3(0.) // Adjust target as needed
float fov = 1.0; //float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov); vec3 rayDir = getCameraRayDir(uv, camPos, vec3(0.), 1.0);
vec3 col = vec3(0.); // background color vec3 col = vec3(0.); // background color