valot menee heksakoodin mukaan
This commit is contained in:
89
src/main.cpp
89
src/main.cpp
@ -130,7 +130,7 @@ int __cdecl main(int argc, char* argv[])
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.02f;
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float shapeIncrement = 0.15f;
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/**
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* Definition of shape with 3 parameters in a vec3
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@ -163,6 +163,14 @@ int __cdecl main(int argc, char* argv[])
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{ 0.0f, 0.0f, 0.0f }
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};*/
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struct Vec3 {
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float x, y, z;
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};
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#define GRID 32
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#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
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do
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -246,30 +254,31 @@ int __cdecl main(int argc, char* argv[])
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = 0.0;
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float captureSync = syncs[5];
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if (captureSync >= 0.001f) {
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isPlaying = true;
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}
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//if (isPlaying) {
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vec3ShapeArray[currentShape][1] = captureSync;
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vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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if (isPlaying) {
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// vec3ShapeArray[currentShape][1] = captureSync;
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// vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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test[0] = test[0] + shapeIncrement; // x position
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test[1] = captureSync; // y position
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test[2] = 0.3f; // length
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//}
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}
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// when note changes -- reset
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if (lastNote != captureSync) {
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test[0] = 0.0f;
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test[1] = 0.1f;
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test[2] = 0.0f;
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lastNote = captureSync;
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}
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// shape mover, if the shape isnt the current one - move it
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for (int i = 0; i < SHAPES_SIZE; ++i) {
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if (i != currentShape) {
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vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
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@ -297,17 +306,73 @@ int __cdecl main(int argc, char* argv[])
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};
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PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
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glUniform3fvProc(10, 3, flatShapes); // array of shapes
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glUniform3fvProc(40, 1, test); // test shape
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glUniform3fvProc(600, 1, flatShapes); // array of shapes
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glUniform3fvProc(700, 1, test); // test shape
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
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glRects(-1, -1, 1, 1);
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//syncs[0] = -syncs[0];
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//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
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PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
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static float hexGridData[HEX_TEX_SIZE];
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float gap = 0.3f;
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float cellW = 1.6f + 0.2f; // flat-to-flat width
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float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
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float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
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float verticalSpacing = cellH * (1.0f + gap); // full height per row
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float rippleCenterX = 7.0f;
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float rippleCenterY = 7.0f;
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Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
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for (int j = 0; j < GRID; ++j) {
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for (int i = 0; i < GRID; ++i) {
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// Offset every other column vertically
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float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
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float x = i * horizontalSpacing;
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float z = j * verticalSpacing + offsetZ;
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float y = 0.0f;
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Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
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float dx = (float)i - rippleCenterX;
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float dy = (float)j - rippleCenterY;
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float hexDist = sqrtf(dx * dx + dy * dy);
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int idx = (j * GRID + i) * 4;
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hexGridData[idx + 0] = hexPos.x;
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hexGridData[idx + 1] = hexPos.y;
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hexGridData[idx + 2] = hexPos.z;
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hexGridData[idx + 3] = hexDist;
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}
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}
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GLuint hexGridTex;
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glGenTextures(1, &hexGridTex);
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glBindTexture(GL_TEXTURE_2D, hexGridTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, hexGridData);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0 + 2);
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glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 2);
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// render "post process" using the opengl backbuffer
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#if POST_PASS
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@ -8,8 +8,17 @@ layout(location = 0) uniform float syncs[12];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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layout(location = 700) uniform vec3 test; // shapes test
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uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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float u_time = syncs[0];
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vec3 palette(float t){
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vec3 a=vec3(0.46,0.2,0.94);
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vec3 b=vec3(0.66,0.64,0.77);
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vec3 c=vec3(0.91,0.62,0.97);
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vec3 d=vec3(0.26,0.2,0.84);
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return a+b*cos(6.28318*(c*t+d));
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}
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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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@ -114,9 +123,32 @@ vec2 mapScene(in vec3 p) {
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}
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*/
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// main note effect shapes
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res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
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res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
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float gridsize = 16.0; // or GRID if you want full size
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//float hexGap = 0.2;
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for(float j = 0.; j < gridsize; j++) {
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for(float i = 0.; i < gridsize; i++) {
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ivec2 texSize = textureSize(u_hexGridTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
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vec3 hexPos = hexData.rgb;
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float hexDist = hexData.a;
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// Optionally use hexDist for ripple effect with FFT
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int index = clamp(int((hexDist / 34.)*512.), 0, 511);
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float hexSize = fft_output[index] * 5.0;
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float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
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res = min(res, vec2(a, 1.));
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}
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}
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return res;
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}
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@ -205,6 +237,44 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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return (diffuse + specular * fresnel) * shadow;
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}
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vec3 addPointLightNoShadow(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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float a = 0.;
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float minLight = 0.01;
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float radius = 3.4;
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float b = 1.0 / (radius*radius * minLight);
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// Attenuation (quadratic falloff)
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float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
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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;
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}
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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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@ -230,7 +300,7 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
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vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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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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vec3 outMaterial = vec3(0.);
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if(material == 0.) {
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outMaterial = vec3(0.8314, 0.2941, 0.2941);
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@ -254,10 +324,30 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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vec3 lights = vec3(0.);
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lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, 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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//lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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float gridsize = 16.0; // or GRID if you want full size
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vec3 p = vec3(0.);
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for(float j = 0.; j < gridsize; j++) {
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for(float i = 0.; i < gridsize; i++) {
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ivec2 texSize = textureSize(u_hexGridTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
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vec3 hexPos = hexData.rgb;
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float hexDist = hexData.a;
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// Optionally use hexDist for ripple effect with FFT
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int index = clamp(int((hexDist / 34.)*512.), 0, 511);
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float hexSize = fft_output[index] * 5.0;
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//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
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lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 3., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 3., 0., 1.) ,v, dir, n, shininess);
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}
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}
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lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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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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@ -318,7 +408,7 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
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vec3 render(vec2 uv) {
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vec3 camPos = vec3(0.0, 20.0, -10.0);
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vec3 camPos = vec3(-10.0, 20.0, -20.0);
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vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
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float fov = 1.0;
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@ -337,8 +427,36 @@ vec3 render(vec2 uv) {
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return col;
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}
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void main() {
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vec3 finalColor = render(getUV());
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//finalColor = postProcess(finalColor);
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o = vec4(finalColor, 1.);
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}
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/*
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vec3 render2(vec2 uv, float time) {
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vec3 res = vec3(.0);
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float pos = syncs[5];
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if (uv.x >= pos && uv.x <= pos+0.01 ) {
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res += vec3(1.);
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}
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//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
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// res += vec3(abs(syncs[4]*2));
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//}
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//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
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return res;
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}
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void main() {
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vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
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vec3 col = render2(uv, u_time);
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o = vec4(col,1.0);
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}
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*/
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@ -1,122 +1,162 @@
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// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
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#ifndef FRAGMENT_INL_
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# define FRAGMENT_INL_
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# define VAR_fft_output "m"
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# define VAR_fft_output "i"
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# define VAR_o "f"
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# define VAR_shapes "C"
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# define VAR_syncs "i"
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# define VAR_shapes "s"
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# define VAR_syncs "m"
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# define VAR_test "k"
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# define VAR_u_hexGridTex "d"
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const char *fragment_frag =
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"#version 460\n"
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"precision mediump float;"
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"out vec4 f;"
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"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
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"layout(location=0)uniform float i[12];"
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"layout(location=20)uniform float m[512];"
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"layout(location=600)uniform vec3 C[15];"
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"layout(location=0)uniform float m[12];"
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"layout(location=20)uniform float i[512];"
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"layout(location=600)uniform vec3 s[15];"
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"layout(location=700)uniform vec3 k;"
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"float F=i[0];"
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"vec2 t(vec2 i,vec2 k)"
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"uniform sampler2D d;"
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"float C=m[0];"
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"float t(vec3 v,vec2 i)"
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"{"
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"return i.x<k.x?"
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"i:"
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"k;"
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"v=abs(v);"
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"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
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"}"
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"vec2 t(vec2 v,vec2 i)"
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"{"
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"return v.x<i.x?"
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"v:"
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"i;"
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"}"
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"vec2 t(vec3 v)"
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"{"
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"return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));"
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"vec2 f=t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x*2.,12.+k.y*10.,0))-.2,1));"
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"for(float n=0.;n<16.;n++)"
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"for(float l=0.;l<16.;l++)"
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"{"
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"ivec2 m=textureSize(d,0);"
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"vec2 y=vec2(l,n)/vec2(m);"
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"vec4 c=texture(d,y);"
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"f=min(f,vec2(t(v-c.xyz,vec2(.86,1.+i[clamp(int(c.w/34.*512.),0,511)]*5.)),1));"
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"}"
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"return f;"
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"}"
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"vec3 t(vec3 v,vec3 i,inout vec3 f)"
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"{"
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"float k=0.,n=0.,y=0.;"
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"for(int e=0;e<30;e++)"
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"float d=0.,n=0.,y=0.;"
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"for(int l=0;l<30;l++)"
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"{"
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"f=v+i*k;"
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"f=v+i*d;"
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"vec2 m=t(f);"
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"k+=m.x;"
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"d+=m.x;"
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"n=m.y;"
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"if(k>1e2)"
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"if(d>1e2)"
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"break;"
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"if(m.x<.001*k)"
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"if(m.x<.001*d)"
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"{"
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"y=1.;"
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"break;"
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"}"
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"}"
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||||
"if(k>1e2)"
|
||||
"k=0.;"
|
||||
"return vec3(k,n,y);"
|
||||
"if(d>1e2)"
|
||||
"d=0.;"
|
||||
"return vec3(d,n,y);"
|
||||
"}"
|
||||
"float t(vec3 v,vec3 i,float f)"
|
||||
"{"
|
||||
"float k=1.,y=.02;"
|
||||
"for(int e=0;e<6;e++)"
|
||||
"float d=1.,l=.02;"
|
||||
"for(int n=0;n<6;n++)"
|
||||
"{"
|
||||
"if(y>f)"
|
||||
"if(l>f)"
|
||||
"break;"
|
||||
"float n=t(v+y*i).x;"
|
||||
"k=min(k,n/(4.*y));"
|
||||
"y+=clamp(n,.1,.8);"
|
||||
"if(k<-1.)"
|
||||
"float m=t(v+l*i).x;"
|
||||
"d=min(d,m/(4.*l));"
|
||||
"l+=clamp(m,.1,.8);"
|
||||
"if(d<-1.)"
|
||||
"break;"
|
||||
"}"
|
||||
"k=max(k,-1.);"
|
||||
"return.25*(1.+k)*(1.+k)*(2.-k);"
|
||||
"d=max(d,-1.);"
|
||||
"return.25*(1.+d)*(1.+d)*(2.-d);"
|
||||
"}"
|
||||
"vec3 e(vec3 v)"
|
||||
"{"
|
||||
"vec2 k=vec2(.01,0);"
|
||||
"return normalize(vec3(t(v+k.xyy).x-t(v-k.xyy).x,t(v+k.yxy).x-t(v-k.yxy).x,t(v+k.yyx).x-t(v-k.yyx).x));"
|
||||
"vec2 i=vec2(.01,0);"
|
||||
"v=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);"
|
||||
"return normalize(v);"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)"
|
||||
"vec3 e(vec3 v,vec3 f,vec3 d,float i)"
|
||||
"{"
|
||||
"v-=m;"
|
||||
"float e=length(v);"
|
||||
"v=normalize(v);"
|
||||
"i/=1.+.09*e+.032*e*e;"
|
||||
"float F=max(dot(n,v),0.);"
|
||||
"f=normalize(v-f);"
|
||||
"vec3 m=vec3(.77,.26,.73),l=vec3(0,40,-10)-v;"
|
||||
"float n=length(l);"
|
||||
"l=normalize(l);"
|
||||
"float y=30./(1.+.09*n+.032*n*n),c=max(dot(d,l),0.);"
|
||||
"f=normalize(l-f);"
|
||||
"vec3 r=vec3(.04);"
|
||||
"r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||
"e=t(m+n*.01,v,e);"
|
||||
"return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
|
||||
"r+=(1.-r)*pow(clamp(1.-max(dot(f,l),0.),0.,1.),5.);"
|
||||
"n=t(v+d*.01,l,n);"
|
||||
"return(m*c*y+m*pow(max(dot(d,f),0.),mix(128.,8.,i))*y*r)*n;"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 i,vec3 f,float k)"
|
||||
"vec3 e(vec3 v,vec3 i,float d,vec3 f,vec3 n,vec3 m,float l)"
|
||||
"{"
|
||||
"v-=f;"
|
||||
"float r=length(v);"
|
||||
"v=normalize(v);"
|
||||
"r=clamp(d-r*r/11.56,0.,1.);"
|
||||
"d=max(dot(m,v),0.);"
|
||||
"f=normalize(v-n);"
|
||||
"n=vec3(.04);"
|
||||
"v=n+(1.-n)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||
"return i*d*r+i*pow(max(dot(m,f),0.),mix(128.,8.,l))*r*v;"
|
||||
"}"
|
||||
"vec3 t(vec3 v,vec3 f,vec3 m,float l)"
|
||||
"{"
|
||||
"float n=.01;"
|
||||
"vec3 y=vec3(0);"
|
||||
"if(k==0.)"
|
||||
"if(l==0.)"
|
||||
"y=vec3(.8314,.2941,.2941),n=.1;"
|
||||
"else if(k==1.)"
|
||||
"else if(l==1.)"
|
||||
"y=vec3(.6196,.6118,.6118),n=.7;"
|
||||
"else if(k==2.)"
|
||||
"else if(l==2.)"
|
||||
"y=vec3(.3255,.4784,.3255),n=.2;"
|
||||
"else if(k==3.)"
|
||||
"else if(l==3.)"
|
||||
"y=vec3(.2471,.3059,.6314),n=1.;"
|
||||
"else if(k==4.)"
|
||||
"else if(l==4.)"
|
||||
"y=vec3(.9961,1,.9922),n=.1;"
|
||||
"else if(k==5.)"
|
||||
"else if(l==5.)"
|
||||
"y=vec3(.9961,1,.9922),n=.3;"
|
||||
"v=vec3(0)+e(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,f,i,n)+e(vec3(0,6,-5),vec3(.08,.62,.75),20.,v,f,i,n)+e(vec3(0,20,15),vec3(.77,.26,.73),30.,v,f,i,n)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return y*max(vec3(0),v);"
|
||||
"vec3 r=vec3(0);"
|
||||
"r+=e(v,m,f,n);"
|
||||
"for(float l=0.;l<16.;l++)"
|
||||
"for(float y=0.;y<16.;y++)"
|
||||
"{"
|
||||
"ivec2 c=textureSize(d,0);"
|
||||
"vec2 x=vec2(y,l)/vec2(c);"
|
||||
"vec4 t=texture(d,x);"
|
||||
"vec3 k=t.xyz;"
|
||||
"float C=i[clamp(int(t.w/34.*512.),0,511)]*5.;"
|
||||
"r+=e(vec3(k.x,k.y+C+3.,k.z),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(C*1.5*vec3(.91,.62,.97)+vec3(.26,.2,.84))),clamp(C*3.,0.,1.),v,m,f,n);"
|
||||
"}"
|
||||
"r+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return y*max(vec3(0),r);"
|
||||
"}"
|
||||
"vec3 e(vec2 k,vec3 v)"
|
||||
"vec3 e(vec2 v,vec3 f)"
|
||||
"{"
|
||||
"v=normalize(vec3(0,-1,10)-v);"
|
||||
"vec3 n=normalize(cross(vec3(0,1,0),v));"
|
||||
"return normalize(v+k.x*n+k.y*cross(v,n));"
|
||||
"f=normalize(vec3(0,-1,10)-f);"
|
||||
"vec3 n=normalize(cross(vec3(0,1,0),f));"
|
||||
"return normalize(f+v.x*n+v.y*cross(f,n));"
|
||||
"}"
|
||||
"vec3 e(vec2 v)"
|
||||
"{"
|
||||
"vec3 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);"
|
||||
"k=t(k,n,y);"
|
||||
"if(k.x>0.)"
|
||||
"vec3 f=vec3(-10,20,-20),n=e(v,f),l=vec3(0),d=vec3(0);"
|
||||
"f=t(f,n,d);"
|
||||
"if(f.x>0.)"
|
||||
"{"
|
||||
"vec3 v=e(y);"
|
||||
"f=e(y,v,n,k.y);"
|
||||
"vec3 v=e(d);"
|
||||
"l=t(d,v,n,f.y);"
|
||||
"}"
|
||||
"return f;"
|
||||
"return l;"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
|
||||
@ -13,7 +13,7 @@
|
||||
#define SU_LENGTH_IN_PATTERNS 108
|
||||
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
|
||||
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
|
||||
#define SU_NUMSYNCS 12
|
||||
#define SU_NUMSYNCS 11
|
||||
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
Reference in New Issue
Block a user