nyt alle 4k, valot poistettu, uusi paletti
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@ -123,14 +123,7 @@ int __cdecl main(int argc, char* argv[])
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// Play sound
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direct_sound_buffer->Play(0, 0, 0);
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struct Vec3 {
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float x, y, z;
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};
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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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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const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
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@ -8,12 +8,12 @@ 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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// 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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vec3 palette(float t){
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vec3 a=vec3(0.39,0.56,0.47);
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vec3 b=vec3(0.54,0.56,0.51);
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vec3 c=vec3(0.45,0.79,0.42);
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vec3 d=vec3(0.08,0.37,0.75); // t<>st<73> viimenen floatti siirrett<74>v<EFBFBD> 0, kun tehd<68><64>n paletti switch
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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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@ -31,6 +31,12 @@ float noise(in vec2 xy, in float seed) {
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return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
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}
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// shorted functions
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vec3 no(vec3 v) { return normalize(v); }
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float cl(float a, float b, float c) { return clamp(a,b,c); }
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float le(vec3 s) { return length(s); }
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/////////////////
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// GEOMETRY //
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/////////////////
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@ -80,7 +86,7 @@ float hexDistance(vec2 axial) {
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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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return le(p) - r;
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}
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float hexPylon(vec3 p, vec2 h) {
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@ -92,7 +98,7 @@ float hexPylon(vec3 p, vec2 h) {
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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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return le(max(abs(p) - b + .15, 0.)) - .15;
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}
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//////////////
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@ -121,7 +127,7 @@ vec2 mapScene(in vec3 p) {
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HexData hex = hexTile(hexpos, 1.1);
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
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int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
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float fftVal = fft_output[fftIndex];
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float noise = noyce(hex.axial);
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@ -183,7 +189,7 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
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break;
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float h = mapScene(ro + t * rd).x;
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res = min(res, h / (w * t));
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t += clamp(h, 0.1, 0.80);
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t += cl(h, 0.1, 0.80);
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if(res < -1.0)
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break;
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}
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@ -194,47 +200,17 @@ 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, 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 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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return no(n);
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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 syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
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float fogAmount2 = 1.0 - exp(-t * fogAmount);
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float sunAmount = max(dot(rd, lightDir), 1.0);
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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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vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // 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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@ -258,12 +234,10 @@ vec3 shading(vec3 p, 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., 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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vec3 lightDir = vec3(0., 2., 3);
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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 = cl(dot(n, no(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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@ -297,7 +271,7 @@ vec3 postProcess(vec3 col) {
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//////////////////
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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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vec3 f = no(camTarget - camPos), r = no(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = no(i);
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return d;
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}
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