nuotti-triggeri ja useampi tekstuuri käytössä

This commit is contained in:
Teemu Järvisalo
2025-07-27 22:49:50 +03:00
parent 77e5f0fc70
commit 99af2bbf5c
3 changed files with 247 additions and 159 deletions

View File

@ -171,6 +171,38 @@ int __cdecl main(int argc, char* argv[])
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#define SHAPES 16
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
#define SHAPES_TOTAL (SHAPES * SHAPES)
#define MAX_DISTANCE 100.f
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
GLuint hexGridTex, ShapesTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &ShapesTex);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
do
{
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -246,6 +278,8 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
}
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
@ -253,50 +287,64 @@ int __cdecl main(int argc, char* argv[])
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
static float shapesData[SHAPES_TEX_SIZE];
float captureSync = syncs[5];
if (captureSync >= 0.001f) {
isPlaying = true;
bool shapeJustFinished = false;
bool shapeJustStarted = false;
// Detect note change to start a new shape
bool noteChanged = (captureSync - lastNote) * (captureSync - lastNote) > 0.0001f;
lastNote = captureSync;
// If note changed and value is significant, start new shape
if (captureSync > 0.001f && noteChanged) {
int index = currentShape * 4;
// Reset and activate current shape
shapesData[index + 0] = 0.0f; // x start
shapesData[index + 1] = captureSync; // y from audio
shapesData[index + 2] = 1.0f; // z (unused or length)
shapesData[index + 3] = 1.0f; // active
// Advance to next shape slot (circular)
currentShape = (currentShape + 1) % SHAPES_TOTAL;
}
if (isPlaying) {
// vec3ShapeArray[currentShape][1] = captureSync;
// vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
// Move active shapes
for (int i = 0; i < SHAPES_TOTAL; ++i) {
int index = i * 4;
test[0] = test[0] + shapeIncrement; // x position
test[1] = captureSync; // y position
test[2] = 0.3f; // length
}
// Check if shape is active
if (shapesData[index + 3] > 0.5f) {
// Move shape right
shapesData[index + 0] += shapeIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// when note changes -- reset
if (lastNote != captureSync) {
test[0] = 0.0f;
test[1] = 0.1f;
lastNote = captureSync;
}
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// shape mover, if the shape isnt the current one - move it
for (int i = 0; i < SHAPES_SIZE; ++i) {
if (i != currentShape) {
vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
// If x exceeds max distance, deactivate and reset
if (shapesData[index + 0] > MAX_DISTANCE) {
shapesData[index + 0] = 0.0f;
shapesData[index + 1] = 0.0f;
shapesData[index + 2] = 0.0f;
shapesData[index + 3] = 0.0f; // inactive
}
}
}
beenPlaying = isPlaying;
// Bind and update u_ShapesTex
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
// go through the array and start from the first when all shapes have been used
if (beenPlaying) {
if (currentShape <= SHAPES_SIZE) {
++currentShape;
}
else {
currentShape = 0;
}
}
/*
float flatShapes[15] = {
vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
@ -304,21 +352,25 @@ int __cdecl main(int argc, char* argv[])
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
*/
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(600, 1, flatShapes); // array of shapes
glUniform3fvProc(700, 1, test); // test shape
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
//glUniform3fvProc(600, 1, flatShapes); // array of shapes
//glUniform3fvProc(700, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1);
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
//////////////////////////////////////////////////////
// Hex Grid Builder
//////////////////////////////////////////////////////
static float hexGridData[HEX_TEX_SIZE];
@ -357,22 +409,14 @@ int __cdecl main(int argc, char* argv[])
hexGridData[idx + 3] = hexDist;
}
}
GLuint hexGridTex;
glGenTextures(1, &hexGridTex);
// Bind and update u_hexGridTex
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, hexGridData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0 + 2);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 2);
glRects(-1, -1, 1, 1);
// render "post process" using the opengl backbuffer
#if POST_PASS

View File

@ -8,7 +8,8 @@ layout(location = 0) uniform float syncs[12];
layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
float u_time = syncs[0];
vec3 palette(float t){
@ -123,15 +124,14 @@ vec2 mapScene(in vec3 p) {
}
*/
// main note effect shapes
res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
// res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
float gridsize = 16.0; // or GRID if you want full size
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++) {
for(float j = 0.; j < gridSize; j++) {
for(float i = 0.; i < gridSize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
@ -148,6 +148,24 @@ vec2 mapScene(in vec3 p) {
}
}
float gridSize2 = 16.;
for(float j = 0.; j < gridSize2; j++) {
for(float i = 0.; i < gridSize2; i++) {
vec2 texCoord = (vec2(i, j) + 0.5) / float(gridSize2);
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
float shapeActive = shapeData.a;
if(shapeActive < 0.5) continue;
vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
float a = sdSphere(shapePos, 0.8);
res = min(res, vec2(a, 1.));
}
}
return res;
}
@ -167,7 +185,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 100.) { // Reduced max distance
if(t > 400.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
@ -175,8 +193,9 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
break;
}
}
if (t > 100.)
t = 0.;
// This will break fog effect
//if (t > 100.)
// t = 0.;
return vec3(t, mat, hit);
}
@ -237,22 +256,28 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
return (diffuse + specular * fresnel) * shadow;
}
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
float fogAmount = 1.0 - exp(-t*b);
float sunAmount = max( dot(rd, lightDir), 0.0 );
vec3 fogColor = mix( vec3(0.2667, 0.2941, 0.3451), // blue
vec3(0.302, 0.3176, 0.3725), // yellow
pow(sunAmount, syncsBass * 5.0) );
return mix( col, fogColor, fogAmount );
}
// Point light with no shadow and radius based falloff
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
float a = 0.;
float minLight = 0.01;
float radius = 3.4;
float b = 1.0 / (radius*radius * minLight);
// Attenuation (quadratic falloff)
// Attenuation (radius based falloff)
float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
@ -323,10 +348,11 @@ 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., 20.0, 15.), 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++) {
@ -344,9 +370,10 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float hexSize = getScaledFFT(index, 15. ,0.);
//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 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.), 3.4 ,v, dir, n, shininess);
}
}
*/
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -356,7 +383,9 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float ind = clamp(dot(n, normalize(lightDir * vec3(.0, -1.0, -2.0))), 0.0, 1.0);
lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
return outMaterial * max(vec3(0.), lights);
outMaterial *= max(vec3(0.), lights); // output with lights;
return outMaterial;
}
vec3 postProcess(vec3 col) {
@ -407,8 +436,8 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
vec3 render(vec2 uv) {
vec3 camPos = vec3(-10.0, 20.0, -20.0);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
vec3 camPos = vec3(-20.0, 20.0, -80.0);
vec3 camTarget = vec3(0.0, 10.0, 0.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
@ -423,6 +452,9 @@ vec3 render(vec2 uv) {
col = shading(hitPos, nor, rayDir, t.y);
}
float fogAmount = 0.01;
col = col *exp(-t.x*fogAmount) + applyFog(col, t.x, rayDir, vec3(0., -0.5, 1.8), fogAmount) * (1.0-exp(-t.x*fogAmount));
return col;
}

View File

@ -1,28 +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 "m"
# define VAR_o "v"
# define VAR_shapes "l"
# define VAR_syncs "i"
# define VAR_fft_output "i"
# define VAR_o "f"
# define VAR_shapes "s"
# define VAR_syncs "m"
# define VAR_test "k"
# define VAR_u_hexGridTex "c"
# define VAR_u_ShapesTex "d"
# define VAR_u_hexGridTex "l"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"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];"
"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];"
"layout(location=700)uniform vec3 k;"
"uniform sampler2D c;"
"float s=i[0];"
"layout(binding=1)uniform sampler2D l;"
"layout(binding=0)uniform sampler2D d;"
"float g=m[0];"
"float t(int v)"
"{"
"v=clamp(v,0,511);"
"float n=m[v];"
"float n=i[v];"
"return log(1.+n*15.);"
"}"
"float t(vec3 v,vec2 i)"
@ -30,115 +32,125 @@ const char *fragment_frag =
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"vec2 t(vec2 v,vec2 i)"
"{"
"return v.x<i.x?"
"v:"
"i;"
"}"
"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));"
"vec2 f=vec2(v.y,0);"
"for(float i=0.;i<16.;i++)"
"for(float l=0.;l<16.;l++)"
"for(float n=0.;n<16.;n++)"
"{"
"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));"
"ivec2 d=textureSize(l,0);"
"vec2 m=vec2(n,i)/vec2(d);"
"vec4 g=texture(l,m);"
"f=min(f,vec2(t(v-g.xyz,vec2(.86,1.+t(clamp(int(g.w/34.*512.),0,511)))),1));"
"}"
"for(float i=0.;i<16.;i++)"
"for(float n=0.;n<16.;n++)"
"{"
"vec2 m=(vec2(n,i)+.5)/float(16.);"
"vec4 g=texture(d,m);"
"if(g.w<.5)"
"continue;"
"f=min(f,vec2(length(v-vec3(-70.+g.x*2.,12.+g.y*80.,0))-.8,1));"
"}"
"return f;"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
"vec3 t(vec3 v,vec3 n,inout vec3 f)"
"{"
"float c=0.,l=0.,n=0.;"
"for(int r=0;r<30;r++)"
"float i=0.,l=0.,m=0.;"
"for(int g=0;g<30;g++)"
"{"
"f=v+i*c;"
"f=v+n*i;"
"vec2 d=t(f);"
"c+=d.x;"
"i+=d.x;"
"l=d.y;"
"if(c>1e2)"
"if(i>4e2)"
"break;"
"if(d.x<.001*c)"
"if(d.x<.001*i)"
"{"
"n=1.;"
"m=1.;"
"break;"
"}"
"}"
"if(c>1e2)"
"c=0.;"
"return vec3(c,l,n);"
"return vec3(i,l,m);"
"}"
"vec3 e(vec3 v)"
"float t(vec3 v,vec3 i,float f)"
"{"
"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);"
"float n=1.,m=.02;"
"for(int g=0;g<6;g++)"
"{"
"if(m>f)"
"break;"
"float l=t(v+m*i).x;"
"n=min(n,l/(4.*m));"
"m+=clamp(l,.1,.8);"
"if(n<-1.)"
"break;"
"}"
"n=max(n,-1.);"
"return.25*(1.+n)*(1.+n)*(2.-n);"
"}"
"vec3 x(vec3 v)"
"{"
"vec2 n=vec2(.01,0);"
"v=vec3(t(v+n.xyy).x-t(v-n.xyy).x,t(v+n.yxy).x-t(v-n.yxy).x,t(v+n.yyx).x-t(v-n.yyx).x);"
"return normalize(v);"
"}"
"vec3 e(vec3 v,vec3 i,float c,vec3 f,vec3 n,vec3 l,float m)"
"vec3 t(vec3 v,vec3 n,vec3 i,vec3 f,float m)"
"{"
"v-=f;"
"float r=length(v);"
"vec3 g=vec3(.77,.26,.73);"
"v-=n;"
"float l=length(v);"
"v=normalize(v);"
"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*c*r+i*pow(max(dot(l,f),0.),mix(128.,8.,m))*r*v;"
"float x=30./(1.+.09*l+.032*l*l),c=max(dot(f,v),0.);"
"i=normalize(v-i);"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
"l=t(n+f*.01,v,l);"
"return(g*c*x+g*pow(max(dot(f,i),0.),mix(128.,8.,m))*x*e)*l;"
"}"
"vec3 e(vec3 v,vec3 f,vec3 i,float n)"
"vec3 t(vec3 v,vec3 f,vec3 i,float n)"
"{"
"float m=.01;"
"vec3 l=vec3(0);"
"vec3 g=vec3(0);"
"if(n==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;"
"g=vec3(.8314,.2941,.2941),m=.1;"
"else if(n==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;"
"g=vec3(.6196,.6118,.6118),m=.7;"
"else if(n==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;"
"g=vec3(.3255,.4784,.3255),m=.2;"
"else if(n==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;"
"g=vec3(.2471,.3059,.6314),m=1.;"
"else if(n==4.)"
"l=vec3(.9961,1,.9922),m=.1;"
"g=vec3(.9961,1,.9922),m=.1;"
"else if(n==5.)"
"l=vec3(.9961,1,.9922),m=.3;"
"vec3 r=vec3(0);"
"for(float n=0.;n<16.;n++)"
"for(float l=0.;l<16.;l++)"
"{"
"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 l*max(vec3(0),r);"
"g=vec3(.9961,1,.9922),m=.3;"
"vec3 l=vec3(0);"
"l+=t(vec3(0,40,-10),v,i,f,m);"
"l+=t(vec3(0,20,15),v,i,f,m);"
"l+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return g*max(vec3(0),l);"
"}"
"vec3 e(vec2 i,vec3 v)"
"vec3 t(vec2 n,vec3 v)"
"{"
"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));"
"v=normalize(vec3(0,10,0)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+n.x*m+n.y*cross(v,m));"
"}"
"vec3 e(vec2 v)"
"vec3 t(vec2 v)"
"{"
"vec3 n=vec3(-10,20,-20),l=e(v,n),f=vec3(0),m=vec3(0);"
"n=t(n,l,m);"
"vec3 n=vec3(-20,20,-80),f=t(v,n),i=vec3(0),l=vec3(0);"
"n=t(n,f,l);"
"if(n.x>0.)"
"{"
"vec3 v=e(m);"
"f=e(m,v,l,n.y);"
"vec3 v=x(l);"
"i=t(l,v,f,n.y);"
"}"
"return f;"
"return i*exp(-n.x*.01)+mix(i,mix(vec3(.2667,.2941,.3451),vec3(.302,.3176,.3725),pow(max(dot(f,vec3(0,-.5,1.8)),0.),clamp(m[1]+m[2]+m[3],0.,1.)*5.)),1.-exp(-n.x*.01))*(1.-exp(-n.x*.01));"
"}"
"void main()"
"{"
"vec3 n=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"v=vec4(n,1);"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"}";
#endif // FRAGMENT_INL_