shader things
This commit is contained in:
@ -8,10 +8,9 @@ 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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float u_time = syncs[0];
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vec2 getUV(vec2 offset) {
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vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
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uv.x *= 1920/1080;
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return uv;
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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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}
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float noise(in vec2 xy, in float seed) {
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@ -31,50 +30,59 @@ float sdHex(vec3 pos, float i, float angle) {
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return d1;
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}
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float getScaledFFT(int index, float scale, float offset) {
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// Clamp index to valid range
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index = clamp(index, 0, 511);
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// Get raw FFT value
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float raw = fft_output[index];
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// Apply logarithmic scaling: log(1 + value * scale) + offset
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return log(1.0 + raw * scale) + offset;
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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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float d = 1e9;
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float a = 0.;
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vec3 po = p;
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vec3 rippleCenter = vec3(7.5, 0, 7.5);
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vec2 rippleCenter = vec2(7.,7.);
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float rippleSpeed = 4.0;
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float rippleFreq = 1.0;
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float rippleDecay = 0.25;
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// Hexagonal grid
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float counter = 0.;
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float hexGap = 0.2;
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for(float j = 0.; j < 15.; j++) {
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po = p;
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po += vec3(1.5 * 7.5, 0., 7.5);
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po += vec3(0, 0., (1.88 + hexGap)*j);
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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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po += vec3(0, 0., (1.88 + hexGap) * j);
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for(float i = 0.; i < 15.; i++) {
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if( mod(i, 2.) == 0.) {
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po -= vec3(1.6+hexGap, 0., 1.);
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for(float i = 0.; i < 16.; i++) {
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if(mod(i, 2.) == 0.) {
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po -= vec3(1.6 + hexGap, 0., 1.);
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} else {
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po += vec3(-(1.6+hexGap), 0., 1.);
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po += vec3(-(1.6 + hexGap), 0., 1.);
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}
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// Add individual hexagon ripples based on distance from center
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float hexDist = length(vec2(i , j) - rippleCenter.xz);
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float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
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int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
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//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
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// Apply ripple to hexagon size and position
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float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
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// float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
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//float hexSize = fft_output[hexDist] * 5.0;
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float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
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a = sdHex(po, 1. + hexSize, 0.);
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d = min(d, a);
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if (d == a) {
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mat = 4.;
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if(d == a) {
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mat = 1.;
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}
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counter += 1.;
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}
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}
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@ -86,13 +94,13 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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float mat = 0.;
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float hit = 0.;
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// Reduced from 40 to 24 steps
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for(int i = 0; i < 24; i++) {
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for(int i = 0; i < 30; i++) {
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pos = ro + rd * t;
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vec2 res = mapScene(pos);
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// Increase step size multiplier for faster marching
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t += res.x * 1.2;
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t += res.x;
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mat = res.y;
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if(t > 60.) { // Reduced max distance
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if(t > 100.) { // Reduced max distance
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break;
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}
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if(res.x < 0.001 * t) { // Less precise hit detection
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@ -100,7 +108,8 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
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break;
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}
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}
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if(t > 60.) t = 0.;
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if (t > 100.)
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t = 0.;
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return vec3(t, mat, hit);
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}
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@ -123,30 +132,61 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
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vec3 calcNormal(vec3 pos) {
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vec2 e = vec2(.01, 0.);
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vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x,
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mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x,
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mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
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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);
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return normalize(n);
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}
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vec3 fresnel(vec3 F0, vec3 h, vec3 l) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - dot(h, l), 0.0, 1.0), 5.0);
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vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
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// Light vector from surface to light
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vec3 lightDir = lightPos - worldPos;
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float lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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// Attenuation (quadratic falloff)
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float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
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// Diffuse lighting (Lambert)
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float NdotL = max(dot(normal, lightDir), 0.0);
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vec3 diffuse = lightColor * NdotL * attenuation;
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// Specular lighting (Blinn-Phong)
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vec3 halfDir = normalize(lightDir + (-viewDir));
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float NdotH = max(dot(normal, halfDir), 0.0);
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float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
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vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
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// Fresnel effect
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vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
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vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
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// Soft shadows
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
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// Combine diffuse and specular with shadow
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return (diffuse + specular * fresnel) * shadow;
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}
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vec3 addPointLight(vec3 light_pos, vec3 light_color, float shininess, vec3 v, vec3 dir, vec3 n, float occ) {
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vec3 Ks = vec3(.4545);
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vec3 Kd = vec3(1.);
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vec3 ref = reflect(dir, n);
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vec3 vl = normalize(v);
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vec3 diffuse = Kd * vec3(max(0.0, dot(vl, n)));
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vec3 specular = vec3(max(0.0, dot(vl, ref)));
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vec3 F = fresnel(Ks, normalize(vl - dir), vl);
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float shadow = softshadow(v + n * 0.054, light_pos, .01, 30., 8.);
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/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
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vec3 lightDir = normalize(lightPos - worldPos);
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float lightDistance = length(lightPos - worldPos);
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//specular = pow(specular, vec3(shininess)) * occ;
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return light_color * mix(diffuse, specular, F) * shadow;
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// Attenuation
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float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
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// Diffuse
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float NdotL = max(dot(normal, lightDir), 0.0);
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// Specular (Blinn-Phong)
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vec3 halfDir = normalize(lightDir - viewDir);
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float NdotH = max(dot(normal, halfDir), 0.0);
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float specular = pow(NdotH, 32.0);
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// Shadow
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float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
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return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
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}
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*/
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float getAmbientOcc(vec3 p, vec3 n) {
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float occ = 0.;
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@ -161,17 +201,16 @@ float getAmbientOcc(vec3 p, vec3 n) {
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}
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vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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float shininess = 0.1;
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//float occ = getAmbientOcc(v, n);
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float occ = 0.8;
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float shininess = 0.01;
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vec3 outMaterial = vec3(0.0, 0.0, 0.0);
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if(material == 0.) {
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outMaterial = vec3(0.8314, 0.2941, 0.2941);
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shininess = 0.5;
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shininess = 0.1;
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} else if(material == 1.) {
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outMaterial = vec3(0.6275, 0.1569, 0.9412);
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shininess = 2.;
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outMaterial = vec3(0.6196, 0.6118, 0.6118);
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shininess = .7;
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} else if(material == 2.) {
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outMaterial = vec3(0.3255, 0.4784, 0.3255);
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shininess = .2;
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@ -180,25 +219,24 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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shininess = 1.0;
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} else if(material == 4.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .3;
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}
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else if(material == 5.) {
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shininess = .1;
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} else if(material == 5.) {
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outMaterial = vec3(0.9961, 1.0, 0.9922);
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shininess = .3;
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}
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vec3 lights = vec3(0.);
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// lights += addPointLight(vec3(-2., 10., 0.), vec3(0.73, 0.73, 0.64), shininess, v, dir, n, occ);
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lights += addPointLight(vec3(-2., 10., -5.), vec3(0.77, 0.26, 0.73) * 1., shininess, v, dir, n, occ);
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lights += addPointLight(vec3( 20., 10.0, -5.0 ),vec3(0.08, 0.62, 0.75)*1., shininess, v, dir, n, occ);
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lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
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vec3 lightDir = vec3(0., 1., 6.);
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vec3 lightDir = vec3(0., 1., -3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
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//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
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float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -1.0))), 0.0, 1.0);
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lights += vec3(0.1255, 0.1255, 0.1255) * ind;
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float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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return outMaterial * max(vec3(0.), lights);
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}
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@ -209,7 +247,7 @@ vec3 postProcess(vec3 col) {
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//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
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// Normalized pixel coordinates (from 0 to 1)
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vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy;
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vec2 screenCoord = getUV();
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// Vignette
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float radius = 0.8;
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@ -234,73 +272,67 @@ vec3 postProcess(vec3 col) {
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return col;
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}
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vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget) {
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// Calculate camera's "orthonormal basis", i.e. its transform matrix components
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vec3 camForward = normalize(camTarget - camPos);
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vec3 camRight = normalize(cross(vec3(.0, 1.0, 0.0), camForward));
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vec3 camUp = normalize(cross(camForward, camRight));
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float fov = 0.7;
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vec3 vDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
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return vDir;
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}
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vec3 getCameraRayDir2(vec2 uv, vec3 camPos, vec3 lookAt, float zoom) {
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vec3 f = normalize(lookAt - camPos);
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vec3 r = cross(vec3(0.0, 1.0, 0.0), f);
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vec3 u = cross(f, r);
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vec3 c = camPos + f * zoom;
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vec3 i = c + uv.x * r + uv.y * u;
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return normalize(i - camPos);
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}
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vec3 getCameraFov(vec2 uv, vec3 camPos, vec3 camTarget) {
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vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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// Calculate camera's orthonormal basis
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vec3 camForward = normalize(camTarget - camPos);
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vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
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vec3 camUp = normalize(cross(camForward, camRight));
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float fov = 1.7;
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// Depth of field
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float dof = .3;
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vec2 h = vec2(noise(gl_FragCoord.xy, u_time * 0.1));
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vec3 voff = sqrt(h.x) * (camRight * sin(h.y * 6.283) + camUp * cos(h.y * 6.283)) * dof;
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voff -= camTarget;
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float focusdistance = 50.;
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return normalize(uv.x * camRight + uv.y * camUp + fov * camForward + voff * fov / focusdistance);
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vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
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return rayDir;
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}
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vec3 render(vec2 uv) {
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// Camera positioning function
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vec3 getCameraPosition(float time, int cameraMode) {
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vec3 camPos;
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camPos = vec3(0.0, 30.0, -10.0);
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bool useDof = !true;
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// camera
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vec3 camTarget = vec3(15., 20., -20.); // Center point to orbit around
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float orbitRadius = 20.0; // Distance from target
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float orbitSpeed = 0.2; // Speed of orbit
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float orbitHeight = 5.0; // Height above target
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// Calculate orbiting position
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float angle = 0. * orbitSpeed;
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vec3 camPos = camTarget + vec3(
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cos(angle) * orbitRadius,
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orbitHeight + sin(0. * 0.8) * 2.0, // Optional vertical movement
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sin(angle) * orbitRadius
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);
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vec3 rayDir;
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// make orbit cam
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if(useDof) {
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rayDir = getCameraFov(uv, camPos, camTarget);
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} else {
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rayDir = getCameraRayDir2(uv, camPos, camTarget, 1.0);
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if(cameraMode == 1) {
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// Orbiting camera
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vec3 camTarget = vec3(0.0, 0.0, -20.0);
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float orbitRadius = 20.0;
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float orbitSpeed = 0.2;
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float orbitHeight = 10.0;
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float angle = time * orbitSpeed;
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camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
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} else if(cameraMode == 2) {
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// Smooth camera movement
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float t = time * 0.06;
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camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
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} else if(cameraMode == 3) {
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// First person style movement
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float walkSpeed = 2.0;
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camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
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}
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vec3 col = vec3(0.102, 0.2431, 0.3412);
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return camPos;
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}
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vec3 hitPos = vec3(0.);
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// Main camera function that combines everything
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vec3 setupCamera(vec2 uv, float time, int positionMode) {
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vec3 camPos = getCameraPosition(time, positionMode);
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vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
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float fov = 1.;
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return getCameraRay(uv, camPos, camTarget, fov);
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}
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// Simplified version of your render function using the new camera system
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vec3 render(vec2 uv) {
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// Choose camera modes:
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// Position: 0=static, 1=orbit, 2=smooth, 3=walk
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// Ray: 0=standard, 1=zoom, 2=dof
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int positionMode = 2; // Static
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vec3 rayDir = setupCamera(uv, u_time, positionMode);
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vec3 camPos = getCameraPosition(u_time, positionMode);
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vec3 col = vec3(0.102, 0.2431, 0.3412);
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vec3 hitPos = vec3(0);
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vec3 t = castRay(camPos, rayDir, hitPos);
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if (t.z == 1.) {
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if(t.x > 0.0) {
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vec3 nor = calcNormal(hitPos);
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col = shading(hitPos, nor, rayDir, t.y);
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}
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@ -310,7 +342,7 @@ vec3 render(vec2 uv) {
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void main() {
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vec3 finalColor = render(getUV(vec2(0., 0.)));
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vec3 finalColor = render(getUV());
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//finalColor = postProcess(finalColor);
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Reference in New Issue
Block a user