shaderiin muutoksia
This commit is contained in:
@ -4,21 +4,14 @@ out vec4 o;
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const float PI = 3.14159265;
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const float TAU = (2. * PI);
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[12];
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layout(location = 0) uniform float syncs[11];
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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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//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes 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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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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// float u_time = syncs[0];
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vec2 getUV() {
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const vec2 scale = vec2(0.00104166667, 0.00185185185);
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@ -44,19 +37,6 @@ float fHexagonCircumcircle(vec3 p, vec2 h) {
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return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
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}
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float hexPylon(vec3 p, vec2 h) {//float r, float ht){
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//vec3 p = vec3(p.x, p.z, p2.y);
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vec3 b = vec3(h.x, h.y, h.x);
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// Hexagon.
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p.xz = abs(p.xz);
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p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
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// The ".015" is a subtle rounding factor. Zero gives sharp edges,
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// and larger numbers give a more rounded look.
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return length(max(abs(p) - b + .15, 0.)) - .15;
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}
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// Return local coordinates inside hex AND axial ID
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struct HexData {
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vec3 local; // Local position inside hex
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@ -75,8 +55,10 @@ HexData hexTile(vec3 p, float radius) {
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float dr = abs(rr - r);
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float ds = abs(rs + q + r);
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if (dq > dr && dq > ds) rq = -rr - rs;
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else if (dr > ds) rr = -rq - rs;
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if(dq > dr && dq > ds)
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rq = -rr - rs;
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else if(dr > ds)
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rr = -rq - rs;
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float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
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float hz = radius * 1.5 * rr;
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@ -87,11 +69,6 @@ HexData hexTile(vec3 p, float radius) {
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return outData;
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}
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struct HexData {
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vec3 local;
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vec2 axial;
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};
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float hexDistance(vec2 axial) {
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float q = axial.x;
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float r = axial.y;
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@ -99,18 +76,28 @@ float hexDistance(vec2 axial) {
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return max(abs(q), max(abs(r), abs(s)));
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}
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float sdSphere(vec3 p, float r) {
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return length(p) - r;
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}
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float hexPylon(vec3 p, vec2 h) {
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//vec3 p = vec3(p.x, p.z, p2.y);
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vec3 b = vec3(h.x, h.y, h.x);
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// Hexagon.
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p.xz = abs(p.xz);
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p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
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// The ".015" is a subtle rounding factor. Zero gives sharp edges,
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// and larger numbers give a more rounded look.
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return length(max(abs(p) - b + .15, 0.)) - .15;
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}
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//////////////
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// SCENE //
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//////////////
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// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
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vec2 opU( vec2 d1, vec2 d2 )
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{
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vec2 opU(vec2 d1, vec2 d2) {
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return (d1.x < d2.x) ? d1 : d2;
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}
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@ -118,49 +105,51 @@ vec2 opU( vec2 d1, vec2 d2 )
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vec2 mapScene(in vec3 p) {
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vec2 res = vec2( p.y, 0.0 );
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float mat = 1.;
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float d = 1e9;
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float a = 0.;
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float hexRadius = 0.83;
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float res = 1e8;
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float mat = 0.;
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float hexRadius = 0.85;
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vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
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HexData hex = hexTile(hexpos, 1.0);
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HexData hex = hexTile(hexpos, 1.5);
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
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int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float hexHeight = 1.0 + fftVal * 3.0;
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float hexHeight = 1.0 + fftVal * 4.0;
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// Rotate individual hex tiles if needed
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vec3 r = hex.local;
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//r.yz *= rot2D(1.0);
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// r.yz *= rot2D(PI * 0.5);
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r.xz *= rot2D(0.5);
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float d1 = hexPylon(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
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res = min(res, vec2(d1,0.));
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//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
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float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
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float gridSize2 = 16.;
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for(float j = 0.; j < gridSize2; j++) {
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for(float i = 0.; i < gridSize2; i++) {
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res = (d1 < res) ? d1 : res;
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/* const float gridSize = 16.;
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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_ShapesTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
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float shapeActive = shapeData.a;
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if(shapeActive < 0.5) continue;
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if(shapeActive < 0.5)
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continue;
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vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
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float a = sdSphere(shapePos, 0.8);
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res = min(res, vec2(a, 1.));
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res = min(res, a);
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if(res == a) {
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mat = 1.0;
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}
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}
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}*/
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return res;
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return vec2(res, mat);
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}
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////////////////
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@ -170,64 +159,25 @@ vec2 mapScene(in vec3 p) {
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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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vec3 d;
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float t = 0.,ad,tmax=400.; // total distance travelled
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const float tolerance = 0.001;
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const float Z_REPEAT_DIST = 2.;
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float t = 0.;
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vec2 res;
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// Raymarching
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for (int i = 0; i < 50; i++) {
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for(int i = 0; i < 20; i++) {
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pos = ro + rd * t;
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res = mapScene(pos); // Get distance to objects
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ad = abs(res.x);
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res = mapScene(pos); // Get distance to objects, x = dist, y = material
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mat = res.y;
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if (t > tmax) break;
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if (ad < tolerance*(t*0.0125 + 1.0)) {
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hit = 1.0;
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t += res.x; // "march" the ray
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// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
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if(abs(res.x) < 0.0001) {
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hit = 1.;
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break;
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}
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t += res.x; // "march" the ray
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if(t > 200)
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break;
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}
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// t -= Z_REPEAT_DIST*1.;
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//
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// for( int i=0; i<30; i++ )
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// {
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// vec3 pos2 = ro + rd * t;
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// res = mapScene(pos2); // get distance to objects
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// ad = abs(res.x);
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// mat = res.y;
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// if (ad < (tolerance))
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// {
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// hit = 1.0;
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// pos = pos2;
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// break;
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// }
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// if (t > tmax) break;
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// t += min(d.x, Z_REPEAT_DIST/2.0); // "march" the ray
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// }
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//if (t >= tmax) {
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// t= - 1.0;
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// hit = 0.;
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//}
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//Reduced from 40 to 24 steps
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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;
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// mat = res.y;
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// if(t > 400.) { // Reduced max distance
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// break;
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// }
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// if(res.x < 0.00001 * (t*0.00125 + 1.0)) { // Less precise hit detection
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// hit = 1.;
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// break;
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// }
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// }
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// This will break fog effect
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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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@ -288,16 +238,28 @@ 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 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
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float getAmbientOcc(vec3 p, vec3 n) {
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float occ = 0.;
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float weight = 1.;
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for(int i = 0; i < 8; i++) {
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float len = 0.01 + 0.02 * float(i * i);
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float dist = mapScene(p + n * len).x;
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occ += (len - dist) * weight;
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weight *= 0.85;
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}
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return 1.0 - clamp(0.6 * occ, 0., 1.);
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}
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vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
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float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float fogAmount = 1.0 - exp(-t*b);
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float fogAmount2 = 1.0 - exp(-t * fogAmount);
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float sunAmount = max(dot(rd, lightDir), 0.0);
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vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
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vec3(0.302, 0.3176, 0.3725), // yellow
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pow(sunAmount, syncsBass * 5.0) );
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return mix( col, fogColor, fogAmount );
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// highlight color
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vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
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pow(sunAmount, syncsBass * 1.0));
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return mix(col, fogColor, fogAmount2);
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}
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// Point light with no shadow and radius based falloff
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@ -331,7 +293,6 @@ vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, floa
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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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@ -354,14 +315,14 @@ vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, floa
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}
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*/
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vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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float shininess = 0.01;
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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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shininess = 0.1;
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outMaterial = vec3(0.4941, 0.4941, 0.4941);
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shininess = 0.6;
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} else if(material == 1.) {
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outMaterial = vec3(0.6196, 0.6118, 0.6118);
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shininess = .7;
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@ -380,8 +341,8 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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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., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
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lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
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lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
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// LIGHTS IN HEX GRID PATTERN
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/*
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@ -407,12 +368,12 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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*/
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vec3 lightDir = vec3(0., 1., -3);
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vec3 lightDir = vec3(0., 2., 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, -2.0))), 0.0, 1.0);
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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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outMaterial *= max(vec3(0.), lights); // output with lights;
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@ -421,26 +382,16 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
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}
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vec3 postProcess(vec3 col) {
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// float random = noise(gl_FragCoord.xy, 0.01+u_time);
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// float random2 = noise(gl_FragCoord.xy, .2+u_time);
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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();
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// Vignette
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float radius = 0.8;
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float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
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col = mix(col, col * d, 1.);
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// Contrast
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float contrast = .75;
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float contrast = 0.75;
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col = mix(col, smoothstep(0.0, 1.0, col), contrast);
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// Colour mapping
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col *= vec3(1.0, 1.0, 1.0);
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// col *= vec3(1.0, 1.0, 1.0);
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col = pow(col, vec3(0.4545)); // gamma
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// Gamma
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col = pow(col, vec3(0.4545)); // gamma 2.2
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// fade in at the beginning
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//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
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@ -455,21 +406,14 @@ vec3 postProcess(vec3 col) {
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// RENDERING //
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//////////////////
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vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
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{
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vec3 f = normalize(camTarget-camPos),
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r = normalize(cross(vec3(0,1,0), f)),
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u = cross(f,r),
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c = f*fov,
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i = c + uv.x*r + uv.y*u,
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d = normalize(i);
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vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
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vec3 f = normalize(camTarget - camPos), r = normalize(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = normalize(i);
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return d;
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}
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vec3 render(vec2 uv) {
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vec3 camPos = vec3(-20.0, 20.0, -20.0);
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vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
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vec3 camPos = vec3(-20.0 + sin(syncs[0] * 0.25) * 5, abs(sin(syncs[0] * 0.25) * 10) + 25.0, -20.0);
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vec3 camTarget = vec3(0.0, 0.0, 0.0); // Adjust target as needed
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float fov = 1.0;
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vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
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@ -490,10 +434,9 @@ 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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finalColor = postProcess(finalColor);
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o = vec4(finalColor, 1.);
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}
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@ -3,7 +3,7 @@
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# define FRAGMENT_INL_
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# define VAR_fft_output "f"
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# define VAR_o "l"
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# define VAR_shapes "H"
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# define VAR_shapes "n"
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# define VAR_syncs "m"
|
||||
# define VAR_test "k"
|
||||
# define VAR_u_ShapesTex "x"
|
||||
@ -13,164 +13,147 @@ const char *fragment_frag =
|
||||
"precision mediump float;"
|
||||
"out vec4 l;"
|
||||
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||
"layout(location=0)uniform float m[12];"
|
||||
"layout(location=0)uniform float m[11];"
|
||||
"layout(location=20)uniform float f[512];"
|
||||
"layout(location=600)uniform vec3 H[15];"
|
||||
"layout(location=600)uniform vec3 n[15];"
|
||||
"layout(location=700)uniform vec3 k;"
|
||||
"layout(binding=0)uniform sampler2D x;"
|
||||
"float n=m[0];"
|
||||
"mat2 s()"
|
||||
"{"
|
||||
"float v=sin(.5),x=cos(.5);"
|
||||
"return mat2(x,-v,v,x);"
|
||||
"}"
|
||||
"float s(vec3 v,vec2 l)"
|
||||
"{"
|
||||
"v.xz=abs(v.xz);"
|
||||
"v.xz=vec2(v.x*.866025+v.z*.5,v.z);"
|
||||
"return length(max(abs(v)-vec3(l.xyx)+.15,0.))-.15;"
|
||||
"float v=sin(.5),m=cos(.5);"
|
||||
"return mat2(m,-v,v,m);"
|
||||
"}"
|
||||
"struct HexData{vec3 local;vec2 axial;};"
|
||||
"HexData s(vec3 v)"
|
||||
"{"
|
||||
"float x=sqrt(3.)/3.*v.x-1./3.*v.z,l=2./3.*v.z,m=round(x),y=round(l),t=round(-x-l),n=abs(m-x),d=abs(y-l);"
|
||||
"x=abs(t+x+l);"
|
||||
"if(n>d&&n>x)"
|
||||
"m=-y-t;"
|
||||
"else if(d>x)"
|
||||
"y=-m-t;"
|
||||
"x=sqrt(3.)*(m+y*.5);"
|
||||
"l=1.5*y;"
|
||||
"HexData f;"
|
||||
"f.local=v-vec3(x,0,l);"
|
||||
"f.axial=vec2(m,y);"
|
||||
"return f;"
|
||||
"float m=(sqrt(3.)/3.*v.x-1./3.*v.z)/1.5,l=2./3.*v.z/1.5,x=round(m),y=round(l),t=round(-m-l),a=abs(x-m),d=abs(y-l);"
|
||||
"m=abs(t+m+l);"
|
||||
"if(a>d&&a>m)"
|
||||
"x=-y-t;"
|
||||
"else if(d>m)"
|
||||
"y=-x-t;"
|
||||
"m=1.5*sqrt(3.)*(x+y*.5);"
|
||||
"l=2.25*y;"
|
||||
"HexData i;"
|
||||
"i.local=v-vec3(m,0,l);"
|
||||
"i.axial=vec2(x,y);"
|
||||
"return i;"
|
||||
"}"
|
||||
"struct HexData{vec3 local;vec2 axial;};"
|
||||
"float s(vec2 v)"
|
||||
"{"
|
||||
"float x=v.x,l=v.y;"
|
||||
"return max(abs(x),max(abs(l),abs(-x-l)));"
|
||||
"float m=v.x,l=v.y;"
|
||||
"return max(abs(m),max(abs(l),abs(-m-l)));"
|
||||
"}"
|
||||
"float s(vec3 v,vec2 m)"
|
||||
"{"
|
||||
"v.xz=abs(v.xz);"
|
||||
"v.xz=vec2(v.x*.866025+v.z*.5,v.z);"
|
||||
"return length(max(abs(v)-vec3(m.xyx)+.15,0.))-.15;"
|
||||
"}"
|
||||
"vec2 t(vec3 v)"
|
||||
"{"
|
||||
"vec2 l=vec2(v.y,0);"
|
||||
"HexData m=s(vec3(v.x,v.y-2.5,v.z));"
|
||||
"float i=1.+f[int(clamp(s(m.axial)+1.,0.,511.))]*3.;"
|
||||
"vec3 n=m.local;"
|
||||
"n.xz*=s();"
|
||||
"i=s(vec3(n.x,n.y-i/2,n.z),vec2(.83,i/2));"
|
||||
"l=min(l,vec2(i,0));"
|
||||
"for(float f=0.;f<16.;f++)"
|
||||
"for(float i=0.;i<16.;i++)"
|
||||
"{"
|
||||
"ivec2 m=textureSize(x,0);"
|
||||
"vec2 n=vec2(i,f)/vec2(m);"
|
||||
"vec4 d=texture(x,n);"
|
||||
"if(d.w<.5)"
|
||||
"continue;"
|
||||
"l=min(l,vec2(length(v-vec3(-70.+d.x*2.,12.+d.y*80.,0))-.8,1));"
|
||||
"float m=1e8;"
|
||||
"HexData l=s(vec3(v.x,v.y-2.5,v.z));"
|
||||
"vec3 i=l.local;"
|
||||
"i.xz*=s();"
|
||||
"float n=s(vec3(i),vec2(.85,1.+f[int(clamp(s(l.axial)+1.,0.,511.))]*4.));"
|
||||
"m=n<m?"
|
||||
"n:"
|
||||
"m;"
|
||||
"return vec2(m,0);"
|
||||
"}"
|
||||
"return l;"
|
||||
"}"
|
||||
"vec3 s(vec3 v,vec3 x,inout vec3 l)"
|
||||
"vec3 s(vec3 v,vec3 m,inout vec3 l)"
|
||||
"{"
|
||||
"float i=0.,n=0.,m=0.,f;"
|
||||
"vec2 d;"
|
||||
"for(int r=0;r<50;r++)"
|
||||
"float i=0.,f=0.,x=0.;"
|
||||
"vec2 n;"
|
||||
"for(int r=0;r<20;r++)"
|
||||
"{"
|
||||
"l=v+x*m;"
|
||||
"d=t(l);"
|
||||
"f=abs(d.x);"
|
||||
"i=d.y;"
|
||||
"if(m>4e2)"
|
||||
"break;"
|
||||
"if(f<.001*(m*.0125+1.))"
|
||||
"l=v+m*x;"
|
||||
"n=t(l);"
|
||||
"i=n.y;"
|
||||
"x+=n.x;"
|
||||
"if(abs(n.x)<1e-4)"
|
||||
"{"
|
||||
"n=1.;"
|
||||
"f=1.;"
|
||||
"break;"
|
||||
"}"
|
||||
"m+=d.x;"
|
||||
"}"
|
||||
"return vec3(m,i,n);"
|
||||
"}"
|
||||
"float s(vec3 v,vec3 x,float l)"
|
||||
"{"
|
||||
"float i=1.,m=.02;"
|
||||
"for(int f=0;f<6;f++)"
|
||||
"{"
|
||||
"if(m>l)"
|
||||
"if(x>200)"
|
||||
"break;"
|
||||
"float n=t(v+m*x).x;"
|
||||
"i=min(i,n/(4.*m));"
|
||||
"m+=clamp(n,.1,.8);"
|
||||
"}"
|
||||
"return vec3(x,i,f);"
|
||||
"}"
|
||||
"float s(vec3 v,vec3 m,float l)"
|
||||
"{"
|
||||
"float i=1.,x=.02;"
|
||||
"for(int r=0;r<6;r++)"
|
||||
"{"
|
||||
"if(x>l)"
|
||||
"break;"
|
||||
"float n=t(v+x*m).x;"
|
||||
"i=min(i,n/(4.*x));"
|
||||
"x+=clamp(n,.1,.8);"
|
||||
"if(i<-1.)"
|
||||
"break;"
|
||||
"}"
|
||||
"i=max(i,-1.);"
|
||||
"return.25*(1.+i)*(1.+i)*(2.-i);"
|
||||
"}"
|
||||
"vec3 e(vec3 v)"
|
||||
"vec3 p(vec3 v)"
|
||||
"{"
|
||||
"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);"
|
||||
"vec2 m=vec2(.01,0);"
|
||||
"return normalize(vec3(t(v+m.xyy).x-t(v-m.xyy).x,t(v+m.yxy).x-t(v-m.yxy).x,t(v+m.yyx).x-t(v-m.yyx).x));"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 m,vec3 l,vec3 x,float i)"
|
||||
"vec3 p(vec3 v,vec3 m,vec3 i,vec3 l,vec3 x,float f)"
|
||||
"{"
|
||||
"vec3 n=vec3(.77,.26,.73);"
|
||||
"v-=m;"
|
||||
"float f=length(v);"
|
||||
"v-=i;"
|
||||
"float r=length(v);"
|
||||
"v=normalize(v);"
|
||||
"float y=30./(1.+.09*f+.032*f*f),d=max(dot(x,v),0.);"
|
||||
"float n=15./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);"
|
||||
"l=normalize(v-l);"
|
||||
"vec3 r=vec3(.04);"
|
||||
"r+=(1.-r)*pow(clamp(1.-max(dot(l,v),0.),0.,1.),5.);"
|
||||
"f=s(m+x*.01,v,f);"
|
||||
"return(n*d*y+n*pow(max(dot(x,l),0.),mix(128.,8.,i))*y*r)*f;"
|
||||
"vec3 e=vec3(.04);"
|
||||
"e+=(1.-e)*pow(clamp(1.-max(dot(l,v),0.),0.,1.),5.);"
|
||||
"r=s(i+x*.01,v,r);"
|
||||
"return(m*y*n+m*pow(max(dot(x,l),0.),mix(128.,8.,f))*n*e)*r;"
|
||||
"}"
|
||||
"vec3 e(vec3 v,vec3 m,vec3 i,float l)"
|
||||
"vec3 p(vec3 v,vec3 m,vec3 i,float l)"
|
||||
"{"
|
||||
"float n=.01;"
|
||||
"vec3 x=vec3(0);"
|
||||
"float f=.01;"
|
||||
"vec3 n=vec3(0);"
|
||||
"if(l==0.)"
|
||||
"x=vec3(.8314,.2941,.2941),n=.1;"
|
||||
"n=vec3(.4941),f=.6;"
|
||||
"else if(l==1.)"
|
||||
"x=vec3(.6196,.6118,.6118),n=.7;"
|
||||
"n=vec3(.6196,.6118,.6118),f=.7;"
|
||||
"else if(l==2.)"
|
||||
"x=vec3(.3255,.4784,.3255),n=.2;"
|
||||
"n=vec3(.3255,.4784,.3255),f=.2;"
|
||||
"else if(l==3.)"
|
||||
"x=vec3(.2471,.3059,.6314),n=1.;"
|
||||
"n=vec3(.2471,.3059,.6314),f=1.;"
|
||||
"else if(l==4.)"
|
||||
"x=vec3(.9961,1,.9922),n=.1;"
|
||||
"n=vec3(.9961,1,.9922),f=.1;"
|
||||
"else if(l==5.)"
|
||||
"x=vec3(.9961,1,.9922),n=.3;"
|
||||
"vec3 f=vec3(0);"
|
||||
"f+=e(vec3(0,40,-10),v,i,m,n);"
|
||||
"f+=e(vec3(0,20,15),v,i,m,n);"
|
||||
"f+=vec3(.08,.62,.75)*clamp(dot(m,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
||||
"return x*max(vec3(0),f);"
|
||||
"n=vec3(.9961,1,.9922),f=.3;"
|
||||
"v=vec3(0)+p(vec3(0,20,10),vec3(.77,.26,.73),v,i,m,f)+p(vec3(-10,20,-10),vec3(.18,.61,.86),v,i,m,f)+vec3(.08,.62,.75)*clamp(dot(m,normalize(vec3(0,2,3)*vec3(0,1,-2))),0.,1.)*.8;"
|
||||
"return n*max(vec3(0),v);"
|
||||
"}"
|
||||
"vec3 e(vec2 v,vec3 l)"
|
||||
"vec3 p(vec2 v,vec3 m)"
|
||||
"{"
|
||||
"l=normalize(vec3(0,10,0)-l);"
|
||||
"vec3 n=normalize(cross(vec3(0,1,0),l));"
|
||||
"return normalize(l+v.x*n+v.y*cross(l,n));"
|
||||
"m=normalize(vec3(0)-m);"
|
||||
"vec3 l=normalize(cross(vec3(0,1,0),m));"
|
||||
"return normalize(m+v.x*l+v.y*cross(m,l));"
|
||||
"}"
|
||||
"vec3 e(vec2 v)"
|
||||
"vec3 p(vec2 v)"
|
||||
"{"
|
||||
"vec3 l=vec3(-20,20,-20),n=e(v,l),i=vec3(0),x=vec3(0);"
|
||||
"l=s(l,n,x);"
|
||||
"vec3 l=vec3(-20.+sin(m[0]*.25)*5,abs(sin(m[0]*.25)*10)+25.,-20),i=p(v,l),f=vec3(0),x=vec3(0);"
|
||||
"l=s(l,i,x);"
|
||||
"if(l.x>0.)"
|
||||
"{"
|
||||
"vec3 v=e(x);"
|
||||
"i=e(x,v,n,l.y);"
|
||||
"vec3 v=p(x);"
|
||||
"f=p(x,v,i,l.y);"
|
||||
"}"
|
||||
"return i*exp(-l.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(n,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-l.x*.01))*(1.-exp(-l.x*.01));"
|
||||
"return f*exp(-l.x*.01)+mix(f,mix(vec3(.2706,.2706,.2863),vec3(.2314),pow(max(dot(i,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.))),1.-exp(-l.x*.01))*(1.-exp(-l.x*.01));"
|
||||
"}"
|
||||
"void main()"
|
||||
"{"
|
||||
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"vec3 v=p(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||
"l=vec4(v,1);"
|
||||
"}";
|
||||
|
||||
|
||||
Reference in New Issue
Block a user