diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 2ecf85f..7a1e685 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -129,7 +129,7 @@ vec2 mapScene(in vec3 p) { float gridsize = 16.0; // or GRID if you want full size //float hexGap = 0.2; - + for(float j = 0.; j < gridsize; j++) { for(float i = 0.; i < gridsize; i++) { ivec2 texSize = textureSize(u_hexGridTex, 0); @@ -142,7 +142,7 @@ vec2 mapScene(in vec3 p) { // Optionally use hexDist for ripple effect with FFT int index = clamp(int((hexDist / 34.)*512.), 0, 511); - float hexSize = fft_output[index] * 5.0; + float hexSize = getScaledFFT(index, 15. ,0.); float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0); res = min(res, vec2(a, 1.)); @@ -323,10 +323,10 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { } vec3 lights = vec3(0.); - lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess); + //lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess); //lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess); - + // LIGHTS IN HEX GRID PATTERN float gridsize = 16.0; // or GRID if you want full size vec3 p = vec3(0.); for(float j = 0.; j < gridsize; j++) { @@ -341,14 +341,13 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { // Optionally use hexDist for ripple effect with FFT int index = clamp(int((hexDist / 34.)*512.), 0, 511); - float hexSize = fft_output[index] * 5.0; + float hexSize = getScaledFFT(index, 15. ,0.); //float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0); - lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 3., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 3., 0., 1.) ,v, dir, n, shininess); + lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.) ,v, dir, n, shininess); } } - vec3 lightDir = vec3(0., 1., -3); //float sun_dif = clamp(dot(n, lightDir), 0., 1.); //float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.); diff --git a/src/shaders/fragment.inl b/src/shaders/fragment.inl index b39d7ff..adb99d1 100644 --- a/src/shaders/fragment.inl +++ b/src/shaders/fragment.inl @@ -1,24 +1,30 @@ // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) #ifndef FRAGMENT_INL_ # define FRAGMENT_INL_ -# define VAR_fft_output "i" -# define VAR_o "f" -# define VAR_shapes "s" -# define VAR_syncs "m" +# define VAR_fft_output "m" +# define VAR_o "v" +# define VAR_shapes "l" +# define VAR_syncs "i" # define VAR_test "k" -# define VAR_u_hexGridTex "d" +# define VAR_u_hexGridTex "c" const char *fragment_frag = "#version 460\n" "precision mediump float;" - "out vec4 f;" - "const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;" - "layout(location=0)uniform float m[12];" - "layout(location=20)uniform float i[512];" - "layout(location=600)uniform vec3 s[15];" + "out vec4 v;" + "const float n=2.*acos(-1.),f=sqrt(5.)*.5+.5;" + "layout(location=0)uniform float i[12];" + "layout(location=20)uniform float m[512];" + "layout(location=600)uniform vec3 l[15];" "layout(location=700)uniform vec3 k;" - "uniform sampler2D d;" - "float C=m[0];" + "uniform sampler2D c;" + "float s=i[0];" + "float t(int v)" + "{" + "v=clamp(v,0,511);" + "float n=m[v];" + "return log(1.+n*15.);" + "}" "float t(vec3 v,vec2 i)" "{" "v=abs(v);" @@ -33,52 +39,36 @@ const char *fragment_frag = "vec2 t(vec3 v)" "{" "vec2 f=t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x*2.,12.+k.y*10.,0))-.2,1));" - "for(float n=0.;n<16.;n++)" + "for(float i=0.;i<16.;i++)" "for(float l=0.;l<16.;l++)" "{" - "ivec2 m=textureSize(d,0);" - "vec2 y=vec2(l,n)/vec2(m);" - "vec4 c=texture(d,y);" - "f=min(f,vec2(t(v-c.xyz,vec2(.86,1.+i[clamp(int(c.w/34.*512.),0,511)]*5.)),1));" + "ivec2 n=textureSize(c,0);" + "vec2 m=vec2(l,i)/vec2(n);" + "vec4 d=texture(c,m);" + "f=min(f,vec2(t(v-d.xyz,vec2(.86,1.+t(clamp(int(d.w/34.*512.),0,511)))),1));" "}" "return f;" "}" "vec3 t(vec3 v,vec3 i,inout vec3 f)" "{" - "float d=0.,n=0.,y=0.;" - "for(int l=0;l<30;l++)" + "float c=0.,l=0.,n=0.;" + "for(int r=0;r<30;r++)" "{" - "f=v+i*d;" - "vec2 m=t(f);" - "d+=m.x;" - "n=m.y;" - "if(d>1e2)" + "f=v+i*c;" + "vec2 d=t(f);" + "c+=d.x;" + "l=d.y;" + "if(c>1e2)" "break;" - "if(m.x<.001*d)" + "if(d.x<.001*c)" "{" - "y=1.;" + "n=1.;" "break;" "}" "}" - "if(d>1e2)" - "d=0.;" - "return vec3(d,n,y);" - "}" - "float t(vec3 v,vec3 i,float f)" - "{" - "float d=1.,l=.02;" - "for(int n=0;n<6;n++)" - "{" - "if(l>f)" - "break;" - "float m=t(v+l*i).x;" - "d=min(d,m/(4.*l));" - "l+=clamp(m,.1,.8);" - "if(d<-1.)" - "break;" - "}" - "d=max(d,-1.);" - "return.25*(1.+d)*(1.+d)*(2.-d);" + "if(c>1e2)" + "c=0.;" + "return vec3(c,l,n);" "}" "vec3 e(vec3 v)" "{" @@ -86,82 +76,69 @@ const char *fragment_frag = "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 f,vec3 d,float i)" - "{" - "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,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,float d,vec3 f,vec3 n,vec3 m,float l)" + "vec3 e(vec3 v,vec3 i,float c,vec3 f,vec3 n,vec3 l,float m)" "{" "v-=f;" "float r=length(v);" "v=normalize(v);" - "r=clamp(d-r*r/11.56,0.,1.);" - "d=max(dot(m,v),0.);" + "r=clamp(c-r*r/11.56,0.,1.);" + "c=max(dot(l,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;" + "return i*c*r+i*pow(max(dot(l,f),0.),mix(128.,8.,m))*r*v;" "}" - "vec3 t(vec3 v,vec3 f,vec3 m,float l)" + "vec3 e(vec3 v,vec3 f,vec3 i,float n)" "{" - "float n=.01;" - "vec3 y=vec3(0);" - "if(l==0.)" - "y=vec3(.8314,.2941,.2941),n=.1;" - "else if(l==1.)" - "y=vec3(.6196,.6118,.6118),n=.7;" - "else if(l==2.)" - "y=vec3(.3255,.4784,.3255),n=.2;" - "else if(l==3.)" - "y=vec3(.2471,.3059,.6314),n=1.;" - "else if(l==4.)" - "y=vec3(.9961,1,.9922),n=.1;" - "else if(l==5.)" - "y=vec3(.9961,1,.9922),n=.3;" + "float m=.01;" + "vec3 l=vec3(0);" + "if(n==0.)" + "l=vec3(.8314,.2941,.2941),m=.1;" + "else if(n==1.)" + "l=vec3(.6196,.6118,.6118),m=.7;" + "else if(n==2.)" + "l=vec3(.3255,.4784,.3255),m=.2;" + "else if(n==3.)" + "l=vec3(.2471,.3059,.6314),m=1.;" + "else if(n==4.)" + "l=vec3(.9961,1,.9922),m=.1;" + "else if(n==5.)" + "l=vec3(.9961,1,.9922),m=.3;" "vec3 r=vec3(0);" - "r+=e(v,m,f,n);" - "for(float l=0.;l<16.;l++)" - "for(float y=0.;y<16.;y++)" + "for(float n=0.;n<16.;n++)" + "for(float l=0.;l<16.;l++)" "{" - "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);" + "ivec2 d=textureSize(c,0);" + "vec2 y=vec2(l,n)/vec2(d);" + "vec4 s=texture(c,y);" + "vec3 k=s.xyz;" + "float x=t(clamp(int(s.w/34.*512.),0,511));" + "r+=e(vec3(k.x,k.y+x+2.,k.z),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(x*1.5*vec3(.91,.62,.97)+vec3(.26,.2,.84))),clamp(x*5.,0.,1.),v,i,f,m);" "}" "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);" + "return l*max(vec3(0),r);" "}" - "vec3 e(vec2 v,vec3 f)" + "vec3 e(vec2 i,vec3 v)" "{" - "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));" + "v=normalize(vec3(0,-1,10)-v);" + "vec3 n=normalize(cross(vec3(0,1,0),v));" + "return normalize(v+i.x*n+i.y*cross(v,n));" "}" "vec3 e(vec2 v)" "{" - "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 n=vec3(-10,20,-20),l=e(v,n),f=vec3(0),m=vec3(0);" + "n=t(n,l,m);" + "if(n.x>0.)" "{" - "vec3 v=e(d);" - "l=t(d,v,n,f.y);" + "vec3 v=e(m);" + "f=e(m,v,l,n.y);" "}" - "return l;" + "return f;" "}" "void main()" "{" - "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" - "f=vec4(v,1);" + "vec3 n=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" + "v=vec4(n,1);" "}"; #endif // FRAGMENT_INL_